well im not using the timer. nim is. im not even using trig. =P
and i was just repeating what not clubsoft said.
but yes. in tgf it will be jumpy (or in my opinion probably doesnt work at all without advanced math object and a decimal offset) because of decimals regardless of the timer.
Originally Posted by cec¿l well im not using the timer. nim is. im not even using trig. =P
Cecil, maybe you'd like to explain your situation more, or start a new thread, because the solutions posted here were in response to the original question by Edwin. I'd be interested to see how you're doing this without trig (and why..)
For the record, TGF doesn't have any trig functions. I don't even know if it includes the "timer" function. So yes, you'd have to use the Advanced Math Object.
well a new thread is highly unnecessary.
its basically 5 events. 4 active specific events and 1 always event
ill base it around a single y point to get rid of the second active (shadow) im using.
+always => set y("active") to 200 - Value A("active")/5
+flag0 is on => add 1 to Value A("active")
+flag0 is off => sub 1 to Value A("active")
+Value A("active") > 75 => set flag0 off
+Value A("active") < 25 => set flag0 on
that makes it float around the y coordinate of 200 at a nice speed (thats where the divide by 5 comes in) smoothly.
timer IS in tgf. timer count in 1/1000 sec 1/100 sec seconds minutes and hours since the start of level.
and why not?
if you can do it without trig or extensions in very few events and vars then more power to ya...me...