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Giga-Guy



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  11/12/2004
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17th June, 2005 at 02:33:00 -

Ive had this problem for a while, but it never actually caused any real problems until now. Prepare for a long read...
Ive set up a static engine, and its all good. I added a few different active object obstacles. I set up events that stop the player from moving through them, so basically they are backdrop objects that I can control. (I can move them, I can destroy them, give them animation sequences, etc) All these objects share one Object group, the "group 24". And all the events that stop the player from passing through the active object backdrops refer to the "group 24" group. (IE When 'LEFT detector' is overlapping 'Group 24', etc)
Now, I tested the level, many times. The player doesnt pass though the first active object obstacle, the brown brick block ( I made a couple of them, both unpassable). Hurrah, success. There is another object, that is also "group 24". It is a larger version of the brown block. The player passes though it as if there were no events linked to it... Strange. the small block and the large block are both "group 24", yet the large block acts like its not. If I set the big block 'to back', then it begins being an obstacle, but then the small blocks dont. And vice versa. I tried making an always event that ALWAYS put the detectors 'to front', but then the big block stopped blocking again. Its all useless.

Am I doomed to be limited to ONE active-object backdrop per level, or have to code each different obstacle seperately? I hope not... help, anyone?

EDIT: Im using TGF.

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Assault Andy

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17th June, 2005 at 04:18:21 -

"Active-object backdrop" is a bit of an oxymoron . Basically from what I've heard about TGF groups is that they are un-reliable. Make sure you are using the latest build of TGF from www.clickteam.com. Other wise simple code like this should work:

Player collides with object from group 24 - stop.

 
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Giga-Guy



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17th June, 2005 at 04:53:47 -

Its a static engine, (read first post) so it will be much more complicated than that...unfortunately.

 
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Hernan



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  04/03/2003
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17th June, 2005 at 05:13:40 -

Try 'reversing' your event. Instead of: "Detector is overlapping Group 24" change it to "Group 24 is overlapping Detector"
I remember working with groups in TGF many times and this solution has always worked for me.

 
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Giga-Guy



Registered
  11/12/2004
Points
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17th June, 2005 at 07:48:08 -

Ahah... It WORKS! Wow dude, thanks a tonne! I never thought of reversing the events! Even though I was getting strange results by putting the backdrop active-objects 'to back', I wouldnt have thought of this! Thank you!

 
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