Author Topic: Player Tracked by Turret  (Read 11392 times)

Vincent

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Re: Player Tracked by Turret
« Reply #15 on: 2009-12-07, 08:00:29 AM »
Yeah, that's pretty much what I was talking about, but if the cannon is a static sprite, it won't solve the problem: the cannonball will still show on top.

If I remember correctly, in the Taekwon-do remake game, I added a property to sprite definitions called isDynamic.  When sprites are added at runtime, the property is set to true.  Then, when deactivation occurs, dynamic sprites are completely removed and static sprites are just deactivated.  I think I also did a function to rearrange sprites in the list.  This way, you can mix static and dynamic sprites together in the list.  You do have to change some other stuff too to make it work well I think.  It's been a while and I suppose forgot some things.
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MJRNightmare

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Re: Player Tracked by Turret
« Reply #16 on: 2009-12-07, 08:27:54 AM »
Thanks Vincent,

I solved the cannon ball overlap by adding an invisible keyframe and repeating it for 12 frames before advancing to the actual cannon ball frame. Short term fix. I like the sound of you isDynamic function.

Cheers

Vincent

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Re: Player Tracked by Turret
« Reply #17 on: 2009-12-07, 08:29:54 AM »
Glad to see you solved the problem! :)
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MJRNightmare

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Re: Player Tracked by Turret
« Reply #18 on: 2009-12-10, 01:35:12 PM »
OK made the changes and posted the new version Bluemonkmn. Just overwrite the previous version. While I was at it formatted the project more like SHFL example.

Cheers

bluemonkmn

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Re: Player Tracked by Turret
« Reply #19 on: 2009-12-11, 05:43:45 AM »
You should be able to replace your own submission instead of creating a new one.  I'll try to manually remove the old one this time.

MJRNightmare

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Re: Player Tracked by Turret
« Reply #20 on: 2009-12-11, 07:42:31 AM »
oops didn't see the "update submission" button.

thx Blue