The Enchanted Cave 2
Delve into a strange cave with a seemingly endless supply of treasure, strategically choos
4.39 / 5.00 38,635 ViewsGhostbusters B.I.P.
COMPLETE edition of the interactive "choose next panel" comic
4.09 / 5.00 15,161 Viewsyeah, you got untill the 8th.
1) No need to be a dick.
2) Punctuation.
3) People are asking if they can join because they are wondering if there are spots filled out or any other problem. Also it is a way of saying "Expect me to submit something."
Thanks Tygerman for the deadline extension!
hey tygerman, is there any way we could extend the deadline by at least week? It seems a lot of people could use it. including myself. At least two people are having email problems, and one person wants to join but he just found the thread. It would be a GREAT help to a lot of people, and I bet a million bucks the collab would come out looking a lot better if we did this.
hey guys I will do "I think it's strong enough for both of us" if we are still getting people in this thing.
At 6/26/09 12:26 AM, ZanKeeper wrote: Yo buddy, I'll join if we are still doing this and are still signing peeps up. In case you say yes... any specific awesomeness theme, or is it just anything awesome i can think of and animate?
thanks
wait a minute i'm sorry. i totally misunderstood what was going on here. nevermind. sorry
Yo buddy, I'll join if we are still doing this and are still signing peeps up. In case you say yes... any specific awesomeness theme, or is it just anything awesome i can think of and animate?
thanks
what does this mean? and what so i do to solve it?
**Error** Symbol=Joint, layer=Actions, frame=1:Line 37: Expected a field name after '.' operator.
if (_root.boden.hitTest(_root.char.this._x, _root.char.this._y+.1,true)) {
if (_root.boden.hitTest(_root.char.this._x, _root.char.this._y+.1,true)) {
the "char" is a mc on the stage. "this"(Joint) is the mc this code is for. it is inside char.
i think the error has to do with the _root.char.this part, but i dont know what to do. joint is supposed to touch a mc on the stage,(called boden) but it seems since it is layered beneath char it wont work.
thanks in advance for your help. Oh! btw it works fine when the joint mc is on the stage instead of inside char (thats how it was originally) but i NEED it to stay inside char.
okay, i have a code for a ragdoll (i understand it, what it does is that it has joint mcs on the main stage for each joint and it creates lines and connects them. then it creates a head and attaches it to a head joint. gravity, rotation, so on and so forth.) well anyways there is some ground on the stage (instance
"boden") and when the ragdoll hits it, it the joints will not go through it, causing the ragdoll to flimsy around as you please.
here is my problem. i have put the joints from the stage into its own mc and the code into the mc's frame so i can have more then one ragdoll. but it just goes through the floor. here is the code for joint mc. note that it is inside a mc that is on the stage.
if (_root.boden.hitTest(this._x,this._y+.1,
true)) {
_y -= ys+.5;
c = true;
} else if (_y<0) {
_y = 0;
c = true;
}
if (_root.boden.hitTest(this._x+.1,this._y,
true)) {
_x -= xs*.94;
c = true;
} else if (_root.boden.hitTest(this._x-.1,this._y,
true)) {
_x += xs*.94;
c = true;
}
} else {
var r = _width/2.5;
if (_root.boden.hitTest(this._x,this._y+2.5 ,true)) {
_y -= ys+2.5;
c = true;
} else if (_y<r) {
_y = r;
ECT...
the problem is in the hitTest code you see. example: if (_root.boden.hitTest(this._x,this._y+2.5 ,true)) {
it appears that since i moved the joints into a mc they no longer hit _root.boden. so here is what i tried to do.
if (this._name != "headi") {
if (_root.boden.hitTest(_root.char.this._x, _root.charthis._y+.1,true)) {
_y -= ys+.5;
c = true;
} else if (_y<0) {
_y = 0;
c = true;
}
if (_root.boden.hitTest(_root. char.this._x+.1, _root.char.this._y,true)) {
_x -= xs*.94;
c = true;
ECT...
you see i named the mc on the stage that contained the joints "char" as an instance. so i checked syntax and this is what the error menu says:
**Error** Symbol=Joint, layer=Actions, frame=1:Line 37: Expected a field name after '.' operator.
if (_root.boden.hitTest(_root.char.this._x, _root.char.this._y+.1,true)) {
it works fine if i everythings on the main stage, but im trying to transfer it into a mc, so the hitTest isnt detecting the _root.boden.
At 1/3/09 05:26 PM, ZanKeeper wrote:At 1/3/09 05:15 PM, Vifnis wrote: Leave all ActionScript to the Flash Forumdude its an ACTIONSCRIPT problem in the ACTIONSCRIPT forums. why would i move it to flash? idk, it made sense to post it to programming to me
oops i am sorry. i misread the programming forum's directions. i take back what i said.
At 1/3/09 05:15 PM, Vifnis wrote: Leave all ActionScript to the Flash Forum
dude its an ACTIONSCRIPT problem in the ACTIONSCRIPT forums. why would i move it to flash? idk, it made sense to post it to programming to me
sorry BTW, i forgot to tell you that it works fine when i put it on the stage like it used to. but i cant put more then one guy on the stage that way.
okay, i have a code for a ragdoll (i understand it, what it does is that it has joint mcs on the main stage for each joint and it creates lines and connects them. then it creates a head and attaches it to a head joint. gravity, rotation, so on and so forth.) well anyways there is some ground on the stage (instance
"boden") and when the ragdoll hits it, it the joints will not go through it, causing the ragdoll to flimsy around as you please.
here is my problem. i have put the joints from the stage into its own mc and the code into the mc's frame so i can have more then one ragdoll. but it just goes through the floor. here is the code for joint mc. note that it is inside a mc that is on the stage.
<code if (_root.boden.hitTest(this._x,this._y+.1,
true)) {
_y -= ys+.5;
c = true;
} else if (_y<0) {
_y = 0;
c = true;
}
if (_root.boden.hitTest(this._x+.1,this._y,
true)) {
_x -= xs*.94;
c = true;
} else if (_root.boden.hitTest(this._x-.1,this._y,
true)) {
_x += xs*.94;
c = true;
}
} else {
var r = _width/2.5;
if (_root.boden.hitTest(this._x,this._y+2.5 ,true)) {
_y -= ys+2.5;
c = true;
} else if (_y<r) {
_y = r;
ECT... >
the problem is in the hitTest code you see. example: if (_root.boden.hitTest(this._x,this._y+2.5 ,true)) {
it appears that since i moved the joints into a mc they no longer hit _root.boden. so here is what i tried to do.
<code if (this._name != "headi") {
if (_root.boden.hitTest(_root.char.this._x, _root.charthis._y+.1,true)) {
_y -= ys+.5;
c = true;
} else if (_y<0) {
_y = 0;
c = true;
}
if (_root.boden.hitTest(_root. char.this._x+.1, _root.char.this._y,true)) {
_x -= xs*.94;
c = true;
ECT...>
you see i named the mc on the stage that contained the joints "char" as an instance. so i checked syntax and this is what the error menu says:
**Error** Symbol=Joint, layer=Actions, frame=1:Line 37: Expected a field name after '.' operator.
if (_root.boden.hitTest(_root.char.this._x, _root.char.this._y+.1,true)) {
yeah, does anyone know how to crontrol your dreams? i know its possible...my uncle can do it somehow. but it just sounds cool, so if anyone knows tell me. plz. i love you.