Hello, i need some help with a facing problem:
the problem is in the second trigger, but i posted the first too
first i had the variable facing not being an array, but when i tested my map with 2 players it got bugged, so i need to have a facing for every player.
in this trigger im setting facing[player number of picked player] to 180 degrees, but the problem comes in the next trigger
could somebody tell me how i can make the unit face the right direction, which means a unit owned by player 4 should face the direction facing[player 4]..
the problem is in the second trigger, but i posted the first too
first i had the variable facing not being an array, but when i tested my map with 2 players it got bugged, so i need to have a facing for every player.
in this trigger im setting facing[player number of picked player] to 180 degrees, but the problem comes in the next trigger
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Left
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Events
- Time - Every 1.00 seconds of game time
- Conditions
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Actions
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Player Group - Pick every player in numberofplayers and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- left[(Player number of (Picked player))] Equal to True
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Then - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (left <gen> contains converter[(Player number of (Picked player))]) Equal to True
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Then - Actions
- Set tmp_group = (Player group((Picked player)))
- Game - Display to tmp_group the text: You can't jump left...
- Custom script: call DestroyForce(udg_tmp_group)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
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Then - Actions
- Set tmp_point2 = (Position of converter[(Player number of (Picked player))])
- Set tmp_point = (tmp_point2 offset by 128.00 towards 180.00 degrees)
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Destructible - Pick every destructible in (Region centered at tmp_point with size (128.00, 128.00)) and do (Actions)
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Loop - Actions
- Custom script: call RemoveLocation (udg_tmp_point)
- Set tmp_point = (Position of (Picked destructible))
- Destructible - Remove (Picked destructible)
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Loop - Actions
- Set JDA_JumpHigh_Distance = 1.00
- Set JDA_DestroyTrees_Dash = False
- Set JDA_Collusion = False
- Set JDA_TargetPoint = tmp_point
- Set JDA_Unit = converter[(Player number of (Picked player))]
- Set JDA_Speed = 5.00
- Set JDA_SpecialEffect = <Empty String>
- Set JDA_Animation = walk
- Set JDA_AnimationSpeed = 0.10
- Set facing[(Player number of (Picked player))] = 180.00
- Trigger - Run Jump System 1 <gen> (checking conditions)
- Custom script: call RemoveLocation (udg_tmp_point)
- Set tmp_point = (tmp_point2 offset by 128.00 towards 180.00 degrees)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Picked player) Equal to Player 1 (Red)
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Then - Actions
- Destructible - Create a Red at tmp_point facing 0.00 with scale 1.00 and variation 0
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Picked player) Equal to Player 2 (Blue)
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Then - Actions
- Destructible - Create a Blue at tmp_point facing 0.00 with scale 1.00 and variation 0
- Else - Actions
-
If - Conditions
- Custom script: call RemoveLocation (udg_tmp_point2)
- Custom script: call RemoveLocation (udg_tmp_point)
- Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Loop - Actions
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Player Group - Pick every player in numberofplayers and do (Actions)
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Events
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Jump System 2
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Events
- Time - Every 0.02 seconds of game time
- Conditions
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Actions
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For each (Integer JD_Integers[3]) from 1 to JD_Integers[2], do (Actions)
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Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (JD_Unit[JD_Integers[3]] is in JD_Group) Equal to True
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Then - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- JD_ReachedDistance[JD_Integers[3]] Less than JD_Distances[JD_Integers[3]]
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Then - Actions
- Animation - Queue JD_Unit[JD_Integers[3]]'s JD_Animations[JD_Integers[3]] animation
- Set JD_TempPoint[1] = (Position of JD_Unit[JD_Integers[3]])
- Set JD_TempPoint[2] = (JD_TempPoint[1] offset by JD_SpeedUnits[JD_Integers[3]] towards JD_Angle[JD_Integers[3]] degrees)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- JD_TreesDestroy[JD_Integers[3]] Equal to True
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Then - Actions
- Destructible - Pick every destructible within 150.00 of JD_TempPoint[2] and do (Destructible - Kill (Picked destructible))
- Else - Actions
-
If - Conditions
- Unit - Move JD_Unit[JD_Integers[3]] instantly to JD_TempPoint[2], facing Direction degrees
- Set JD_ReachedDistance[JD_Integers[3]] = (JD_ReachedDistance[JD_Integers[3]] + JD_SpeedUnits[JD_Integers[3]])
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Random integer number between 1 and 5) Equal to 1
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Then - Actions
- Special Effect - Create a special effect attached to the chest of JD_Unit[JD_Integers[3]] using JD_Effect[JD_Integers[3]]
- Special Effect - Destroy (Last created special effect)
- Else - Actions
-
If - Conditions
- Set JD_RealTimer[JD_Integers[3]] = (JD_RealTimer[JD_Integers[3]] + (180.00 / (JD_Distances[JD_Integers[3]] / JD_SpeedUnits[JD_Integers[3]])))
- Set JD_JumpHigh[JD_Integers[3]] = ((Sin(JD_RealTimer[JD_Integers[3]])) x JD_HighSettings[JD_Integers[3]])
- Animation - Change JD_Unit[JD_Integers[3]] flying height to JD_JumpHigh[JD_Integers[3]] at 1000000000.00
- Custom script: call RemoveLocation (udg_JD_TempPoint[1])
- Custom script: call RemoveLocation (udg_JD_TempPoint[2])
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Else - Actions
- Unit Group - Remove JD_Unit[JD_Integers[3]] from JD_Group
- Animation - Change JD_Unit[JD_Integers[3]]'s animation speed to 100.00% of its original speed
- Animation - Reset JD_Unit[JD_Integers[3]]'s animation
- Set JD_RealTimer[JD_Integers[3]] = 0.00
- Set JD_Integers[1] = (JD_Integers[1] - 1)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- JD_Integers[1] Equal to 0
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Then - Actions
- Set JD_Integers[2] = 0
- Trigger - Turn off (This trigger)
- Else - Actions
-
If - Conditions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Loop - Actions
-
For each (Integer JD_Integers[3]) from 1 to JD_Integers[2], do (Actions)
-
Events
could somebody tell me how i can make the unit face the right direction, which means a unit owned by player 4 should face the direction facing[player 4]..