COLLISION EVENTS

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when you start or activate a collosion event even tho u dont see it it will auto face the player/hero. how do i make a stay facing the derection it was?

to test it yourself make conditional branch if event is facing you or not and collosion. you will find it is ALWAYS facing you.

so if anyone has a fix tell me please :(
I'm assuming this is in RM2k3.

Open up the event in question and change the animation type to one of the FixDirs (continuous & non continuous) or Fix Graphic. This should fix your problem
this sport of worked. what i would like is for the sprite to move all 4 ways but when i touch it it doesnt look at me. this made it always look down. but thats 1 quarter of problum solved! let me exaborate

if i touch a enemy from behind i want to do damage but if i touch a enemy and its facing me i take damage. i want to make it so it wont look at me when it touches me. ive tried all sorts of conditional brances diffrent ways at first untill i realised it looks at the player for the split second the event goes off.

so i want it( the event) to move and look where its going but NOT look at me( the hero/player) ( or not look at me when i touch it )

i KNOW there has to be a way for something so simplistic. maybe i have to remove part of the code? (tho id rather not)

anyway again thanks and keep the help comming. il check this again 2morrow. its like 1:33 am time for sleep i gotta go to town at like 7 am. later.
LouisCyphre
can't make a bad game if you don't finish any games
4523
There isn't, actually. It WILL always face the player, because this is RM2k3.
yeah, if I remember correctly, just having an event trigger on touch will, by default, make the event face towards the hero, unless the direction is already fixed.

You could get creative. If you set the enemy's move route to something like this:

Face Random Direction
Fix Direction ON
Move forward
Move forward
Fix Direction OFF

I haven't used RM2k in years, so I don't even know if there IS a 'face random direction' option, but you could program some little code around that.
Anyway, if the direction is fixed, you could THEN set up a series of forks detecting the direction of the event, and the direction of the player.
So if the player is facing the same direction of the enemy, then you would know that he is for sure behind the enemy on touch; however, if the enemy is facing the OPPOSITE direction of the player, they would be facing each other.

The only problem would be if the enemy touched the player from behind. In which case, you'd have to check the event/player's X,Y coordinates and do some coding to detect who is behind whom.

In other words, this sounds like a big hassle, but if it gives you the desired effect, then it could be worth it i suppose.

Hope this made sense and/or helped.
i suppose i can work around it. well then how do i make it so sprites can "touch" or "collide" with the player?
well seeing as id like to not take 2 minites for every enemy lets try ANOTHER way. i do notice evemys can colide with me so how do i make it tell the diffrence bewteen enemys colliding with me or me colliding with the enemys?
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