Stopping interpolatiom
digitalzero
Member, BASIC Posts: 639
Hey all! So i have an actor that is working as an elevator and maybe i have the wrong behavior placed but this is what i got
A boolean labeled activate...
If activated is true interpolate self position y to self finish y ( real attribute) otherwise if activated is false change attribute self position y to self.start y and of course if it collides with player activate is true otherwise its false
Comments
You will get strange results trying to set a changing value for an Interpolate's target value.
Try this:
Loop:
While activate is true:
--Rule:
--When self Y is < 600
----Change self Y to self Y +5
Loop:
While activate is false:
--Rule:
--When self Y is > 100
----Change self Y to self Y -5
@Socks is there a loop tutorial i can go to... Heck i think there should be a thread that complies and explains every behavior and whatnot
But now that I'm trying to decipher that I'm kinda confused lol
Maybe this can help you
The 600 and the 100 figures are from what cause I'm confused lol so the start y is 68 and end y is 369
Thanks @UncloudedStudio. I already have a moving platform but since my actor is one that moves back to its original positron if the hero jumps it won't work
What values did you supply in your original post ?
@Socks i didn't see any values... Wait am i missing something... Sometimes I'm slow lol
Exactly ! There are no values in your original post, therefore by logical extension the values I used are (must be) arbitrary, use whatever values are appropriate for your actor.
Oh @Socks. You get me every time hahaha!!!! Thank you so much I'll try to figure it out:)
Why not use a moveto behavior instead of interpolate?
for some reason it isnt working... its kinda weird
'It' = mysterious.
sorry i gotta realize i gotta put on my big girl panties and be more specific lol "it" could mean anything lol... but i actually got it! i combined jaimes magnitude tutorial with what you suggested socks! instead of having the player overlap with it