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help pls #307621
01/30/10 15:39
01/30/10 15:39
Joined: Nov 2009
Posts: 96
philippines
joh Offline OP
Junior Member
joh  Offline OP
Junior Member

Joined: Nov 2009
Posts: 96
philippines
i need help with this i cant access my buildings anymore and it doesn't climb on stairs anymore please help me i need it so badly my deadline is on friday

here's the link of my project.. thanks for those who will help

http://hotfile.com/dl/26424446/58bd754/myproject.rar.html

Re: help pls [Re: joh] #307638
01/30/10 17:35
01/30/10 17:35
Joined: Sep 2009
Posts: 993
Budapest
Aku_Aku Offline
User
Aku_Aku  Offline
User

Joined: Sep 2009
Posts: 993
Budapest
If you want to get help, you should give some hints where is/are the problem/s in your code...
File name, function name etc.

Moreover, what does it mean
Quote:
i cant access my buildings anymore
and
Quote:
it doesn't climb on stairs anymore
?

Re: help pls [Re: Aku_Aku] #307639
01/30/10 17:50
01/30/10 17:50
Joined: Nov 2009
Posts: 96
philippines
joh Offline OP
Junior Member
joh  Offline OP
Junior Member

Joined: Nov 2009
Posts: 96
philippines
i think it has to do with the movement of the player or the player_control

Re: help pls [Re: joh] #307670
01/30/10 21:27
01/30/10 21:27
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Quote:
here's the link of my project.. thanks for those who will help


You won't get any help until friday if you don't post the relevant code.


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: help pls [Re: Superku] #307709
01/31/10 03:45
01/31/10 03:45
Joined: Nov 2009
Posts: 96
philippines
joh Offline OP
Junior Member
joh  Offline OP
Junior Member

Joined: Nov 2009
Posts: 96
philippines
ok here's the code.. but i put the link to atleast you can see everything thay may cause the problem and also the player model that i guess something to do with the malfunctions...


function player_control(){ //This is the code the player will run in order to move around
var me_run = 1; //The multiplier for running
var lock_camera_pan = 0; //When X is pressed, lock the panning from the mouse
var gravity = -10; //Set the gravity here
var mickey_zoom = 0; //The value of the camera zoom from the player
var temp2 = 0; //This is the temp variable to help the zooming of the camera
var finish_x = -1500;
var finish_y = -1000;
var old_x = 0;
var old_y = 0;
var old_z = 0;
var diff_x = 0;
var diff_y = 0;
var diff_z = 0;
var height_counter = 0;
var reference_x = 550;
var reference_y = 3000;
var y_compensation = 0;
var x_compensation = 0;
var gravity_counter = 0;

//The player properties
my.push = 25; //Set the push to 25, so player can interact with other objects and terrain
my.narrow = on; //Used for collision detection
my.ambient = 25; //Give the player an ambient brightness
my.scale_x = 2.4; //Set the player scale X
my.scale_y = me.scale_x; //Set the player scale Y
my.scale_z = me.scale_x; //Set the player scale Z
my.shadow = on; //Set the player shadow
my.polygon = on; //Set the player polygon to on, for better collision detection
my.flag2 = on; //Set this so when another function checks FLAG2, they know how to operate
my.pan += 270;

pnlPlayerIcon.center_x = pnlPlayerIcon.size_x * 0.5;
pnlPlayerIcon.center_y = pnlPlayerIcon.size_y * 0.5;

//pnlFinishIcon
while (1){ //Setting this to 1 will force this loop to run forever, we need it to since players will always move
while(pnlBackground.visible == on){wait(1);}

//Rotate player icon for pointing
pnlPlayerIcon.angle = my.pan;

//Update position on map for player
if(player.x <= 14672){
player_map_y = (420 - ((((my.x + reference_x) / 27800)* 100) * 4.2)) - 150;
}
else{
x_compensation = 75 - (((player.x/12578)) * 75);
if(player.x < 27250){
pnlPlayerIcon.pos_y = 75 + x_compensation;
}
}
if(player.y <= 0){
player_map_x = (((((abs(my.y) + reference_y) / 21000)* 100) * 4.2)) - 55;
}
else{
y_compensation = ((player.y/3000)) * 75;
if(player.y < 3000){
pnlPlayerIcon.pos_x = 75 - y_compensation;
}
}

if(replaying == 0){
//Save Player Positions so other functions can use them
player_x = my.x;
player_y = my.y;
player_z = my.z;
player_pan = my.pan;
//If the shift key is pressed, speed the player up, else just walk at normal speeds
if(key_shift == 1 && key_cud == 0 && key_cul == 0 && key_cur == 0){me_run = 1;}
else{me_run = 1;}

//Get input keys from player
me.force_x = ((key_cuu - key_cud) * 1 * me_run);
if(key_cuu != 1 && key_cud != 1 && key_W != 1 && key_S != 1){me.force_y = ((key_cul - key_cur)* 0.05);} //LEFT AND RIGHT STRAFE
//if(me.force_x == 0){me.force_x = ((key_W - key_S) * 1 * me_run);}
me.force_y = ((key_A - key_D)* 0.05);
me.force_y = ((key_cul - key_cur)* 0.05);

//Player pan and tilt
if (mouse_left == 1 && mouse_right == 0){ //If statement changes pan on view but also stops mousemovement
me.pan -= (mouse_force.x) * 3; // mouse movement changes PAN
}
if(me.force_y != 0){
my.pan += me.force_y;
}
if (mouse_left == 1 && mouse_right == 0 && me.local_tilt <=90 && me.local_tilt >= -90){
me.local_tilt += (mouse_force.y)* 2;
}
if (me.local_tilt >= 90){me.local_tilt = 90;}
if (me.local_tilt <= -90){me.local_tilt = -90;}
}
else{
wait(1);
}

//Physically move the player using the forces
my.force_x *= 10; //Multiplay speed by 3
my.force_y *= 3; //""
if(my.force_x == 0 && my.force_y == 0){move_mode = ACTIVATE_TRIGGER + IGNORE_PASSABLE + USE_AABB + IGNORE_PUSH + IGNORE_FLAG2;}
else{move_mode = ACTIVATE_TRIGGER + GLIDE + IGNORE_PASSABLE + IGNORE_PUSH + IGNORE_FLAG2;}
c_move(me,vector(me.force_x,0,gravity),vector(0,0,0), move_mode);
my.z += 4;

if(my.x <= -8700){my.x = -8700;}
if(my.x >= 27500){my.x = 27500;}
if(my.y >= 3000){my.y = 3000;}
if(my.y <= -18000){my.y = -18000;}

//Make sure player doesn't go straight up
height_counter += 1;
if(height_counter == 1){
old_x = my.x;
old_y = my.y;
old_z = my.z;
}
if(height_counter >= 10){
diff_x = abs(old_x-my.x);
diff_y = abs(old_y-my.y);
diff_z = abs(old_z-my.z);
if(diff_z >= 25){
height_counter = 0;
while(height_counter <= 2){
c_move(me,vector(0,0,-50),vector(0,0,0), move_mode);
height_counter += 1;
wait(1);
}
}
height_counter = 0;
}

//Camera Movement
//If the Z key is pressed, rotate camera going left around player
if(key_z == 1){camera.pan -= 1;lock_camera_pan = 1;}
//If the C key is pressed, rotate camera going right around player
if(key_c == 1){camera.pan += 1;lock_camera_pan = 1;}
//If the X key is hit, place the camera back behind the player
if(key_x == 1){lock_camera_pan = 0;}
//Normal movement of camera
if(key_c != 1 && key_z != 1 && lock_camera_pan == 0){camera.pan = me.pan;}

//Adjust camera on the player along with zooming in and out
camera.x = me.x - (mickey_zoom * (1-abs(camera.tilt/90))) * cos(camera.pan);
camera.y = me.y - (mickey_zoom * (1-abs(camera.tilt/90))) * sin(camera.pan);
camera.z = me.z + 75 + abs(me.local_tilt / 5);
camera.tilt = me.local_tilt;
mickey_zoom += mickey.z / 25;

//If the scroll wheel is moved, move the camera in and out
vec_set(temp2.x,me.x);trace_mode = IGNORE_ME + IGNORE_FLAG2;
if(c_trace(camera.x,temp2.x,trace_mode) != 0){mickey_zoom -= 10;}
//Fix the max zooming of the camera
if(mickey_zoom > 250){mickey_zoom = 250;}
if(mickey_zoom < 0){mickey_zoom = 0;}
if(mickey_zoom <= 15){me.transparent = on; me.alpha = 25;}
else{me.transparent = off;} //mtl_playermat


//Animations
if(my.force_x > 0){
if(key_shift == 1){
ent_animate(me,"run",me.animation,anm_cycle);
me.animation += 0.25;
}
if(key_shift == 0){
ent_animate(me,"walk",me.animation,anm_cycle);
me.animation += 0.25;
}
}
else{
ent_animate(me,"stand",me.animation,anm_cycle);
me.animation += 0.1;
}
wait(1);
}
}

Re: help pls [Re: joh] #307788
01/31/10 15:04
01/31/10 15:04
Joined: Apr 2006
Posts: 737
Ottawa, Canada
O
Ottawa Offline
User
Ottawa  Offline
User
O

Joined: Apr 2006
Posts: 737
Ottawa, Canada
Hi!

Place all your variables outside the function
so that
they will be global and then
they will be available to all functions.

Break your code in smaller functions
ex : all the code my.push = 25...
This way you will be able to call these functions many times.


Hope this helps!
Ottawa laugh

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