- Joined
- Oct 29, 2012
- Messages
- 1,474
I'm using 2D Engine ( always -_-) . I modified it a bit . It uses 'Terrain Tilesets' types' as a platform .My Unit walks on ground normally . But when It jumps it seems that it goes throught some 'Locust Objects' that I have made the Stable Ground on them (So The Unit doesn't walk throught them ) .Look what I have seen :
Please Help . +1 rep
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SetVariables
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Events
- Map initialization
- Conditions
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Actions
- -------- The maximum amount of players playing at the same time. --------
- Set _AmountPlayers_2D = 4
- -------- The speed your platformer will fall at. --------
- Set _SpeedFall_2D = 15.00
- -------- The terrain type you are able to stand at. --------
- Set _GroundStable_2D = Cityscape - Black Marble
- -------- The terrain type that kills you. --------
- Set _GroundKill_2D = Dungeon - Lava
- -------- The speed your platformer moves at. --------
- Set _SpeedMove_2D = 15.00
- -------- The angle your platformer moves when the right arrow key is pressed. --------
- Set _AngleRight_2D = 0.00
- -------- The angle your platformer moves when the left arrow key is pressed. --------
- Set _AngleLeft_2D = 180.00
- -------- The angle you fall towards. --------
- Set _Integer_2D = 1
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For each (Integer A) from 1 to 4, do (Actions)
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Loop - Actions
- Set _AngleGravity_2D[_Integer_2D] = 270.00
- Set _Integer_2D = (_Integer_2D + 1)
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Loop - Actions
- -------- The distance between your platformer and stable ground. --------
- Set _BlockDistance_2D = 25.00
- -------- Leave this at 5~ above _BlockDistance_2D --------
- Set _BlockDistance2_2D = 30.00
- -------- The distance between the platformer and the special effect which is created when jumping. --------
- Set _JumpSED_2D = 20.00
- -------- The angle at which the special effect created when jumping is created. --------
- Set _Integer_2D = 1
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For each (Integer A) from 1 to _AmountPlayers_2D, do (Actions)
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Loop - Actions
- Set _JumpSEA_2D[_Integer_2D] = _AngleGravity_2D[_Integer_2D]
- Set _Integer_2D = (_Integer_2D + 1)
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Loop - Actions
- -------- The angle your platformer moves when pressing the up arrow key. --------
- Set _Integer_2D = 1
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For each (Integer A) from 1 to _AmountPlayers_2D, do (Actions)
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Loop - Actions
- Set _AngleJump_2D[_Integer_2D] = 90.00
- Set _Integer_2D = (_Integer_2D + 1)
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Loop - Actions
- -------- The speed your platformer gains when jumping. --------
- Set _SpeedJump_2D = 16.00
- -------- The height of your platformers jumps. --------
- Set _HeightJump_2D = 30
- -------- The height of your platformers walljumps. --------
- Set _HeightWJump_2D = 30
- -------- If walljumping is prohibited or not. --------
- Set _Integer_2D = 1
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For each (Integer A) from 1 to _AmountPlayers_2D, do (Actions)
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Loop - Actions
- Set _WallJumpEnabled_2D[_Integer_2D] = False
- Set _Integer_2D = (_Integer_2D + 1)
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Loop - Actions
- -------- The angle of your camera. --------
- Set _ViewCamera_2D = 270.00
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Events
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JumpExecute
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Events
- Player - Player 1 (Red) Presses the Up Arrow key
- Player - Player 2 (Blue) Presses the Up Arrow key
- Player - Player 3 (Teal) Presses the Up Arrow key
- Player - Player 4 (Purple) Presses the Up Arrow key
- Conditions
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Actions
- -------- Checks so the player is standing at stable ground: --------
- Set _tempPointJE_2D = (Position of _Hero_2D[(Player number of (Triggering player))])
- Set _tempPointJE2_2D = (_tempPointJE_2D offset by _BlockDistance2_2D towards _AngleGravity_2D[(Player number of (Triggering player))] degrees)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Terrain type at _tempPointJE2_2D) Equal to _GroundStable_2D
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Then - Actions
- -------- Increases jump timer and creates special effect: --------
- Custom script: call RemoveLocation( udg__tempPointJE_2D )
- Custom script: call RemoveLocation( udg__tempPointJE2_2D )
- Set _tempPointJE_2D = (Position of _Hero_2D[(Player number of (Triggering player))])
- Set _tempPointJE2_2D = (_tempPointJE_2D offset by _JumpSED_2D towards _JumpSEA_2D[(Player number of (Triggering player))] degrees)
- Set _TimerJump_2D[(Player number of (Triggering player))] = _HeightJump_2D
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Else - Actions
- -------- Checks if there's stable ground towards the facing of the player and if walljump is enabled: --------
- Set _tempPointJE_2D = (Position of _Hero_2D[(Player number of (Triggering player))])
- Set _tempPointJE2_2D = (_tempPointJE_2D offset by _BlockDistance2_2D towards (Facing of _Hero_2D[(Player number of (Triggering player))]) degrees)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Terrain type at _tempPointJE2_2D) Equal to _GroundStable_2D
- _WallJumpEnabled_2D[(Player number of (Triggering player))] Equal to True
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Then - Actions
- -------- Increases jump timer and creates special effect: --------
- Set _tempPointJE_2D = (Position of _Hero_2D[(Player number of (Triggering player))])
- Set _tempPointJE2_2D = (_tempPointJE_2D offset by _JumpSED_2D towards _JumpSEA_2D[(Player number of (Triggering player))] degrees)
- Special Effect - Create a special effect at _tempPointJE2_2D using Abilities\Spells\Orc\FeralSpirit\feralspiritdone.mdl
- Special Effect - Destroy (Last created special effect)
- Set _TimerJump_2D[(Player number of (Triggering player))] = _HeightWJump_2D
- Else - Actions
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If - Conditions
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If - Conditions
- -------- -------------------------------------------------- Set Jump Animation ----------------------------------------- --------
- Custom script: call SetUnitAnimationByIndex(udg__Hero_2D[GetConvertedPlayerId(GetTriggerPlayer())], 9)
- -------- -------------------------------------------------- Remove Leaks ----------------------------------------- --------
- Custom script: call RemoveLocation( udg__tempPointJE_2D )
- Custom script: call RemoveLocation( udg__tempPointJE2_2D )
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Events
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Jump Copy
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Events
- Time - Every 0.02 seconds of game time
- Conditions
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Actions
- -------- Makes the trigger run for each player set to play: --------
- Set _IntegerJ_2D = 1
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For each (Integer A) from 1 to _AmountPlayers_2D, do (Actions)
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Loop - Actions
- -------- Checks if there's stable ground above the player: --------
- Set _tempPointJ_2D = (Position of _Hero_2D[_IntegerJ_2D])
- Set _tempPointJ2_2D = (_tempPointJ_2D offset by _BlockDistance_2D towards _AngleJump_2D[_IntegerJ_2D] degrees)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Terrain type at _tempPointJ2_2D) Not equal to _GroundStable_2D
- _TimerJump_2D[_IntegerJ_2D] Greater than or equal to 1
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Then - Actions
- -------- Moves the player upwards: --------
- Set _tempPointJ_2D = (Position of _Hero_2D[_IntegerJ_2D])
- Set _tempPointJ2_2D = (_tempPointJ_2D offset by _SpeedJump_2D towards _AngleJump_2D[_IntegerJ_2D] degrees)
- Unit - Move _Hero_2D[_IntegerJ_2D] instantly to _tempPointJ2_2D
- Else - Actions
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If - Conditions
- Set _IntegerJ_2D = (_IntegerJ_2D + 1)
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Loop - Actions
- Custom script: call RemoveLocation( udg__tempPointJ_2D )
- Custom script: call RemoveLocation( udg__tempPointJ2_2D )
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Events
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