by 247wkman » Tue Feb 01, 2011 1:17 am
the problem is that a 'move to' event is incremental like auto tweening in 3d. Even with the velocity up high and 'make inviable if velocity higher than five' is only an attempt to desguise the fact the actor is physically moving over distance- and this will probably lead to eratic problems if the actor collides into anything along the way. the way to do it would be to remove the actor from the game and relocate it by DESTROY ACTOR and CREATE ACTOR. i have not figured this out just yet but i think you have to do it by putting a seperate actor that sits on the sideline out of sight- it will contain all the 'destroy when's and create where' comands (as ged wont let a actor create itself it seems so a separate proxy actor has to implement it) i made a ged- the boss actor has 2 key down events: 1st to destroy, 2nd to create (both using spacebar) i'm sure you could substitute key down with a collide event.
edit: just changed the attacted file to be an actual ged file and not win exe. press left key to move and space bar to destroy bob! key up creates at location relitive to boss. this might be ok for jumping from one side of the room to the other but i guess only code (don't know any yet) will allow for conditions like random jump or port to port and context situations.- this really should be a 'draw' function, draw is set to be a trigger, but it would be good if it was in the responce list, so you could simply say key down, draw at these new coordinates/at this actors location or relitive to.
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Last edited by
247wkman on Thu Mar 17, 2011 1:43 am, edited 2 times in total.