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Sean
Aug 17, 2011, 09:27 PM
Hello forumers. I have yet another JCS question for you.

I used this Rocket Turtle method with a past level I scrapped and am redoing. But for some reason now, the Rocket Turtle, when activated, hovers for a second (as usual with these levels) then simply shoots off to the lower left corner. I tried several different event placements and now I'm certain it's not that. Perhaps you can find the problem?

I doubt it's my JJ2 either, as I ran several other Rocket Turtle levels to confirm that.

This is the level (http://www.mediafire.com/file/zj9i2r5z69oac8e/Rocket%20Turtle%20level.zip) that is causing me so much trouble.

Oh and congratulations, you got a sneak peek at the first actual playable level in my upcoming SP pack. :D (Don't get any ideas) (I need this fixed badly because it's integral to the pack's story)

Violet CLM
Aug 17, 2011, 10:21 PM
Try putting an Area ID at 14,94 (JCS coordinates) and starting the path from there instead. The Rocket Turtle takes a few moments before he slows down enough to start really noticing them.

Sean
Aug 17, 2011, 10:28 PM
Didn't work. Did you have any specific kind of enemy placement in mind?

Jgke
Aug 17, 2011, 10:53 PM
Just a note in case you didn't know, the level has to be cycled (use bonus level field) if a player dies there.

Violet CLM
Aug 17, 2011, 10:59 PM
No enemy placement, <a href="http://www.tachyonlabs.com/sam/seanheavensp1.j2l">just Area IDs.</a> It stops there consistently for me every time I run it, though putting a few more in the same area just in case couldn't hurt.

Jake: If you download the level, you'll notice the cycling mechanism is already in place (bonus level field??).

Sean
Aug 17, 2011, 11:26 PM
Ah great, that saved my neck. Just so I can avoid future similar problems, how did you go about finding the solution?

Jgke
Aug 17, 2011, 11:59 PM
Ah, sorry. Writing these from my phone so :P

Violet CLM
Aug 18, 2011, 12:33 AM
I've used rocket turtles before. :P They take off too quickly to notice the Area IDs immediately nearby them, so you have to be sure to catch them with one a little distance away -- usually up and to the left, but yours goes down and to the left instead because of where it's placed in the level. After that it was just a matter of trial and error to find the right tile to place one in.

Sean
Aug 18, 2011, 12:45 AM
So it seems like Rocket Turtles take off to the nearest corner of the level, and after that it's just trial and error to find which tile to place the event on? That's... actually very informative, and should go into the ERE entry.

In the previous level, the Rocket Turtle took off to the bottom right, so that's how got to this conclusion.

Jgke
Aug 18, 2011, 03:18 AM
Why can't you just circle the Rocket Turtle with Area ID's?

Obi1mcd
Aug 18, 2011, 05:11 AM
I assume because he starts off moving so fast that he just skips over them.

Violet CLM
Aug 18, 2011, 10:40 AM
Something like? I'm not 100% positive it's always the nearest corner, since I recall getting some results I didn't quite expect, but it's something similar and I think at the very least the direction won't vary across playthroughs so long as the position is held constant. And then yeah, either careful trial and error or just put a big cloud of Area IDs in the right area and call it good.

Zerg
Aug 20, 2011, 05:38 AM
No ideas but...

(it's integral to the pack's story)
Who could give you such a great idea for you? :) (lol) :)