#need help fixing the circle
29 messages · Page 1 of 1 (latest)
that's because move triggers that have follow player start relative to the start pos position
if you want it to work with start poses you can either
place them at the same y level as the circle or use
but that can be a bit tricky
I'd suggest for them to always use Follow Player Y instead of Moves. That's because the Move triggers only take into account player velocity, which would break with teleport portals, as those just change the player position instead of changing velocity somehow. And in the end, that would mean that the circle would stay unteleported, still moving along the player but on the old position.
Follow Player Y straight up copies the player position instead, so it works perfectly fine with teleport portals too
that is true
they will be a bit difficult to set up here though because the circle is in quarters
Which reminded me, Follow Player Y has a one frame delay, I assume because how it's PROBABLY implemented is that first the object's position is changed, then the player's. Which sucks because every frame it would just have the old position without being changed
Then they could use the method with making an object somewhere follow the player, and then everything that needs to follow the player just has a Follow trigger set to the one object somewhere there. It is a tiny bit annoying to set up, but nothing too complicated
yes
So I am just wanting to clarify, what do I put the x and y mods to?
Just doing that now
but I would suggest using this method
So @sour sand, here's how I'd do it, a thorough explanation on how to make it basically unbreakable. First of all, in the Move trigger, tick off "Lock to Player Y", but keep "Lock to Player X". Set the group there to 0 for now.
First, place down any object (except a teleport portal) anywhere in the level, I prefer doing it using this dot object behind the spawn point. Give it any free group (in my case it's 1). Place down a Follow Player Y trigger, all you need to change there is Move Time and Target Group ID. Set Move Time to something very long, as long as it's longer than the level. And then set Target Group ID to the group you gave to that object, from now on we'll just call that object Dot. (Both shown in screenshots 1 and 2)
Now, give the circle a next free group, in my case Group 2. Somewhere to the left of the Follow Player Y trigger (so that the circle moves with the Dot before the Dot even moves, otherwise the circle would only start moving after the Dot has already moved), place down a Follow trigger. Set Target Group ID to the group you gave to the circle, and Follow Group ID to the group you gave to Dot. Same with move time as in the Follow Player Y trigger, set to very long. Then, set X mod to 0, the X position will be handled by the move trigger. (Both shown in screenshots 3 and 4, what it does is in video 1)
And finally, the easiest part, the X position. Place down a Move trigger on the exact same X position as where you want the player to be inside the circle, in our case it's the centre. Make sure Lock to Player X is on, Lock to Player Y is off, and both Move values are set to 0. Now set the move time to very long, Target Group ID to the group of the circle, and done! (Shown in screenshots 5 and 6, what it does is in video 2)
*iirc this is fixed in 2.2 so you will only have to worry about it for a good 15 more days
15-44 days
That is exactly why I am going to fix it before 2.2
And I shall make it at the top of the level
Mainly so that I can just delete the triggers & groups once 2.2 releases
Hey minimiku, you just got to level 3!
What exactly is fixed, the 1 frame delay or that move triggers won't work?
Well thanks for the help everyone!
I’ve just fixed it and am now just transferring it from one file to another
ITS BEEN FIXED
I'd you're talking about move that will still follow the player of you use lock to player
It's not fixed in current 2.2 leaks although that may have changed