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W

Events


Timer - Every 0.03 seconds of Real Time

Local Variables


loc = No Point <Point[4]>


loc2 = No Point <Point[4]>

Conditions

Actions


General - If (Conditions) then do (Actions) else do (Actions)



If




WDn[(Triggering player)] == true



Then




Unit - Make RedHero face 90.0 over 0.0 seconds




Variable - Set loc[(Triggering player)] = (Position of RedHero)




Variable - Set loc2[(Triggering player)] = (loc[(Triggering player)] offset by 0.18 towards (Facing of RedHero) degrees)




General - If (Conditions) then do (Actions) else do (Actions)





If






(loc2[(Triggering player)] is passable) == true





Then






General - If (Conditions) then do (Actions) else do (Actions)







If








Atf[(Triggering player)] == false







Then








Animation - Play Walk animation for (Actor for RedHero) as Default, using Play Forever options and Default Time blend time








Variable - Set Atf[(Triggering player)] = true







Else






Unit - Move RedHero instantly to loc2[(Triggering player)] (Blend)





Else






Variable - Set loc2[(Triggering player)] = (loc[(Triggering player)] offset by -0.12 towards (Facing of RedHero) degrees)






General - If (Conditions) then do (Actions) else do (Actions)







If








(loc2[(Triggering player)] is passable) == true







Then








Unit - Move RedHero instantly to loc2[(Triggering player)] (Blend)







Else



Else




General - If (Conditions) then do (Actions) else do (Actions)





If






Adn[(Triggering player)] == true





Then






Unit - Make RedHero face 180.0 over 0.0 seconds






Variable - Set loc[(Triggering player)] = (Position of RedHero)






Variable - Set loc2[(Triggering player)] = (loc[(Triggering player)] offset by 0.18 towards (Facing of RedHero) degrees)






General - If (Conditions) then do (Actions) else do (Actions)







If








(loc2[(Triggering player)] is passable) == true







Then








General - If (Conditions) then do (Actions) else do (Actions)









If










Atf[(Triggering player)] == false









Then










Animation - Play Walk animation for (Actor for RedHero) as Default, using Play Forever options and Default Time blend time










Variable - Set Atf[(Triggering player)] = true









Else








Unit - Move RedHero instantly to loc2[(Triggering player)] (Blend)







Else








Variable - Set loc2[(Triggering player)] = (loc[(Triggering player)] offset by -0.12 towards (Facing of RedHero) degrees)








General - If (Conditions) then do (Actions) else do (Actions)









If










(loc2[(Triggering player)] is passable) == true









Then










Unit - Move RedHero instantly to loc2[(Triggering player)] (Blend)









Else





Else






General - If (Conditions) then do (Actions) else do (Actions)







If








Sdn[(Triggering player)] == true







Then








Unit - Make RedHero face 270.0 over 0.0 seconds








Variable - Set loc[(Triggering player)] = (Position of RedHero)








Variable - Set loc2[(Triggering player)] = (loc[(Triggering player)] offset by 0.18 towards (Facing of RedHero) degrees)








General - If (Conditions) then do (Actions) else do (Actions)









If










(loc2[(Triggering player)] is passable) == true









Then










General - If (Conditions) then do (Actions) else do (Actions)











If












Atf[(Triggering player)] == false











Then












Animation - Play Walk animation for (Actor for RedHero) as Default, using Play Forever options and Default Time blend time












Variable - Set Atf[(Triggering player)] = true











Else










Unit - Move RedHero instantly to loc2[(Triggering player)] (Blend)









Else










Variable - Set loc2[(Triggering player)] = (loc[(Triggering player)] offset by -0.12 towards (Facing of RedHero) degrees)










General - If (Conditions) then do (Actions) else do (Actions)











If












(loc2[(Triggering player)] is passable) == true











Then












Unit - Move RedHero instantly to loc2[(Triggering player)] (Blend)











Else







Else








General - If (Conditions) then do (Actions) else do (Actions)









If










Ddn[(Triggering player)] == true









Then










Unit - Make RedHero face 0.0 over 0.0 seconds










Variable - Set loc[(Triggering player)] = (Position of RedHero)










Variable - Set loc2[(Triggering player)] = (loc[(Triggering player)] offset by 0.18 towards (Facing of RedHero) degrees)










General - If (Conditions) then do (Actions) else do (Actions)











If












(loc2[(Triggering player)] is passable) == true











Then












General - If (Conditions) then do (Actions) else do (Actions)













If














Atf[(Triggering player)] == false













Then














Animation - Play Walk animation for (Actor for RedHero) as Default, using Play Forever options and Default Time blend time














Variable - Set Atf[(Triggering player)] = true













Else












Unit - Move RedHero instantly to loc2[(Triggering player)] (Blend)











Else












Variable - Set loc2[(Triggering player)] = (loc[(Triggering player)] offset by -0.12 towards (Facing of RedHero) degrees)












General - If (Conditions) then do (Actions) else do (Actions)













If














(loc2[(Triggering player)] is passable) == true













Then














Unit - Move RedHero instantly to loc2[(Triggering player)] (Blend)













Else









Else










Animation - Clear the Default animation for (Actor for RedHero)










Variable - Set Atf[(Triggering player)] = false
You can't use Triggering Player with a timer event.
Because there are no player triggering the trigger, Triggering Player most likely returns a value of -1 or something, hence the array underflow error.
