solved: Character to ignore specific walkbehind

Started by barefoot, Fri 08/04/2011 08:22:55

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barefoot

Hi
SOLVED:

I manually adjusted both char and objects baselines during walk (jump).. works a treat.   :=

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is it possible to separate ignore walkbehinds?

IE

cwizard2.IgnoreWalkbehinds=true; Works but can I specify which Walkbehind area?

The char jumps over a block and lands on the other side with just his head showing so that's when the Walkbehind area is true, this works kind of ok. Obviously he ignores all walkbehind areas at the moment.

I have made object (block) ignore Walkbehinds.

This is what I have for actions to happen:

Code: ags

function imoss_UseInv()
{
  if (player.ActiveInventory==idust && (player.Room==7))
  {
  cwizard2.IgnoreWalkbehinds=true;
  Display("You mix the dust with the moss.");
  Display("Suddenly you beging to rise!");
  cwizard2.ChangeView(21);
  cwizard2.Walk(165,118, eBlock, eAnywhere);
  cwizard2.IgnoreWalkbehinds=false;
  cwizard2.Walk(165,180, eBlock, eAnywhere);
  cwizard2.ChangeView(2);
  
  
 }
  
  }


Yet char still behind walkbehind when he first rises (walks).


Hope you catch my drift.

cheers

barefoot



I May Not Be Perfect but I Have A Big Heart ..

ThreeOhFour

I would say it would be easier to individually adjust each walkbehind's baseline to achieve what you're trying to do!

barefoot

#2
SOLVED:

I manually adjusted both char and objects baselines during walk (jump).. works a treat. ;)


I have 3 baselines and they are all set in their relative  positions.



I was thinking (dangerous I know) of baseline order... i have set char to be in front of object but couldn't i then have him behind object during the walk as above code?

barefoot
I May Not Be Perfect but I Have A Big Heart ..

Cogliostro

#3
 Disregard my comment, posted to wrong topic....
"First things first, but not necessarily in that order." - Dr. Who

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