I come into a problem I had before, but ignored then. However I'd like to know if it is possible to have certain actors ignore the effects of a conveyor or is there a handy hack for this?
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Special sprites to ignore conveyor? "Is it possible?"
#1 Posted 20 February 2011 - 12:20 AM
#2 Posted 20 February 2011 - 01:03 AM
Scott_AW, on Feb 20 2011, 12:20 AM, said:
I come into a problem I had before, but ignored then. However I'd like to know if it is possible to have certain actors ignore the effects of a conveyor or is there a handy hack for this?
That's a tough one. Sprites get moved by conveyors even when they aren't on the ground. The only method I can think of right now would be to have the sprites store their initial coordinates and then constantly reset themselves to those coordinates. However, this might cause them to shake when the conveyor is moving.
Example code:
gamevar initx 0 2 gamevar inity 0 2 eventloadactor MYSPRITE getactor[THISACTOR].x initx getactor[THISACTOR].y inity enda useractor notenemy MYSPRITE 0 setactor[THISACTOR].x initx setactor[THISACTOR].y inity enda
#3 Posted 20 February 2011 - 12:07 PM
I'll try that out, jittery isn't a problem because they are invisible emitters. If anything the jitter may enhance things.
Thanks
Thanks
#4 Posted 20 February 2011 - 12:59 PM
Another thing you could try is changing the sprite's sectnum to the sector right next to the conveyor, that way they should still be drawn, the only problem is, I am not sure this can be done in Mapster32 as it never works for me in that editor, but there is nothing to stop you using LeBuild to test it out as you can always load the map in Mapster again (though it seems to reset the sprites to the correct sectnum every time you do this).
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