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I haven't been in the mood to work on anything lately but yesterday I discovered how to call self switches inside an event's move route, so that's pretty neat!
Tried it out with a spike trap I made in PearlABS, only issue is that it desyncronizes if the event is offscreen, making everything a mess since then the traps will go off at their own pace at that point, lol.
Still fun to know it's possible.
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This might not work, but what if you keep everything in sync with a parallel processing event that functions as a clock? Say that you want to have your spikes alternate up and down every second for 15 seconds, then be down completely for another 15 seconds.
You'll use variable T to keep track of things. The parallel process event increments T by 1 every second, and then sets T to 0 if it incremented it to 30. After incrementing, it checks whether T is greater than or equal to 15. If so (15-29), it runs a move route for all spikes that flips their self switch to off. If not (0-14), it checks to see if T is even or odd, and based on that runs a move route for all spikes that either flips the self switch on or off.
Again, I'm not certain this will work, but it might.
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It's really unfortunate that FPLE is buggy in places. Had to disable strafing because it randomly caused a crash in a map I made 😑
Other than that, everything else has been manageable.
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Well, there is video footage of the XP iteration of FPLE being used as a pseudo Doom clone...
@Kayzee, dearest love, it's me and my immediate muscle memory wanting to use the thumbsticks when going into that perspective. It's the same with racing, only I use the right thumbstick up/down for throttle/brake and the left thumbstick left/right to steer. Some people use the shoulder triggers for throttle/brake, I do not. -
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