Apr 2, 2010, 10:08 PM | |
Falling stuff.
i've seen on some level falling TNT.. and someone told me theres a way to make coins fall.. Any idea how to do that?
Appriciated (oh right, the TNT exploded while it was falling)
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[15:04:01] murát[ßá]: suck my dick andrzej which I dont have |
Apr 3, 2010, 09:35 AM | |
You can move TNT using belts, but I'm not sure how you would make it fall.
Maybe you should try to find the level that had that gimmick in it? |
Apr 3, 2010, 10:47 AM | |
Coins, on the other hand, like many events, will fall if shot by you or an SCE.
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Apr 3, 2010, 07:42 PM | |
If you want something to fall, then explode, I would suggest making a bomb crate with the extra event set to be TNT, then place it on a piece trigger scenery. When the trigger is switched, and the scenery tile disappears, the crate should fall and explode on impact.
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Apr 3, 2010, 11:12 PM | ||
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Apr 3, 2010, 11:47 PM | ||
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I'm not quite sure, but I remember something about Fooruman's powerful TNT spell. Does it have something to do with this?
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Apr 4, 2010, 07:52 PM | ||
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In offline modes (including single player), they can be made to break if you manage to get them stuck inside a masked tile. The best way to do this is to get them to fall on top of a rapidly blinking tile (set it to 60 or 70 fps). This will basically ensure that it breaks the moment it hits the "floor" (which is actually only solid 50% of the time). If it's an area the player can touch, it's a bit trickier to get away with it since you can get stuck inside it. But there are tricks involving invisible tiles and triggers. Here's an example of what I'm talking about: http://www.sendspace.com/file/2zyw3q Last edited by EvilMike; Apr 4, 2010 at 08:28 PM. |
Apr 5, 2010, 12:08 AM | |
Nice idea, it's possible to get stuck, but it's better than non-stop animated floor. Anyway, I don't think that falling and exploding crates should be used in SP (in player area). They should stay in MP, where they can fall as long as they want. Freedom for crates!
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Apr 5, 2010, 01:18 AM | |
Mike: I love the extra touch of the disappearing shadows behind the disappearing stomp blocks.
On occasion lag will make a crate pass through an animating tile like that (maybe not for trigger scenery?), but that can be solved by placing a spring underneath. Crates bounce on springs and will get destroyed by the animated tile eventually. |
Apr 5, 2010, 02:29 AM | ||
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I am an official JJ2+ programmer and this has been an official JJ2+ statement. |
Apr 8, 2010, 11:19 AM | |
I know what do you mean, but I don't think the reason of that is a lag. I would rather say that the game just can't stand the number of destruct scenery, what cause both - weird problems and lags. I must try to play it in some powerful computer, so there will be no lags, and check out will the problems show up.
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I am an official JJ2+ programmer and this has been an official JJ2+ statement. |
Apr 8, 2010, 11:33 AM | |
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It's "lag" not "lags"
You don't have lag in singleplayer Your computer specs don't help lag, it's the connection between you and the server Violet was referring to lag as the game not updating fast enough and lagging behind, not the connection lagging behind |
Apr 8, 2010, 12:21 PM | |
I blame Poland and Counter-Strike
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Apr 8, 2010, 09:17 PM | |
Hey, I'm just a kid and I learn English mainly from games (however, I never played and I don't want to play CS) and JCF and J2O. I think it's good enough, but thanks anyway, I'll try to remember your advice in the future. And I know what is lag. And I know what Violet was referring to. I just ask: can it really affect singleplayer gameplay this way?
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