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camera edge acting as a wall ? (Read 2927 times)

Started by nissouma55, October 15, 2017, 12:21:50 am
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camera edge acting as a wall ?
New #1  October 15, 2017, 12:21:50 am
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Well, I ve got a little issue going with a posset... I tryed to posset behind my enemy using facing and (enemy,pos x) + (whatever value) but it doesnt let me go beyond the camera edge... camera doesnt move when i tp behind enemy and acts as a wall if enemy, pos x + value is > then enemy camera backedgedist...
I dunno if I explained the prob correctly. If not, I will add screens.
Last Edit: October 15, 2017, 03:01:01 pm by nissouma55
Re: camera edge acting as a wall ?
#2  October 15, 2017, 12:36:23 am
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You need to add a ScreenBound to allow the character to move offscreen during this state.
Re: camera edge acting as a wall ?
#3  October 15, 2017, 02:21:53 am
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You need to add a ScreenBound to allow the character to move offscreen during this state.

Well, it is actually working but it seems buggy... Camera just sits in 0,0 and doesnt follow character and it looks buggy.
Mugen isnt bugging but i dont like this fix would like camera to follow character would be better...
Re: camera edge acting as a wall ?
#4  October 15, 2017, 04:01:00 am
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Oh I forgot to mention, you have to specify it in the ScreenBoud parametter, otherwise the camera won't move by default.

Just add this line:
Code:
movecamera = 1,1
Re: camera edge acting as a wall ?
New #5  October 15, 2017, 01:14:50 pm
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Oh I forgot to mention, you have to specify it in the ScreenBoud parametter, otherwise the camera won't move by default.

Just add this line:
Code:
movecamera = 1,1

Camera edge is still acting as a wall and I dunno why... Even after adding screenbound and watching carefully I noticed the wall still blocks the pos set for some reason and even after changing the ScreenBound parameter.
Here is the code :
;---------------------------------------------------------------------------
;Back Shuriken Air
[statedef 1601]
type = A
movetype = A
physics = N
anim = 1601

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
x = ifelse(enemy,facing = -1,enemy,pos x + 150,enemy,pos x -150)
y = enemy,pos y - 60
;ignorehitpause =
persistent = 1

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 5,5
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = -0.5
y = -8

[State 0, VelSet]
type = VelSet
trigger1 = time = 3
x = -0.4
y = -0.6

[State 0, VelSet]
type = VelSet
trigger1 = time = 6
x = -0.3
y = -0.3

[State 0, VelSet]
type = VelSet
trigger1 = time = 9
x = -0.2
y = -0.15

[State 0, VelSet]
type = VelSet
trigger1 = time = 12
x = -0.1
y = -0.075
[State 0, VelSet]
type = VelSet
trigger1 = time = 40
x = 0
y = 0

[State 0, Turn]
type = Turn
trigger1 = time = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 50
ctrl = 1

The ScreenBound didnt fix the prob at all. It just made the camera move after the pos set im rlly confused...

EDIT : I had to set the ScreenBound value parameter to 0 so that the character could move offscreen... Problem fixed, I had value set to 1 by mistake. Sorry and thx for the help.
Last Edit: October 15, 2017, 03:00:34 pm by nissouma55