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Map Editor Q&A
Inthebin
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#3821
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kittencutez a dit :
Im trying to make movable AND have collision with mice viprin art, I made the art, made it dynamic and connected dynamic grounds to the ground that moves the art, but when I validated it, it kept bouncing!
http://i.imgur.com/mQnyDnx.png
(The grounds are different colours so I can see them better when connecting them, I was gonna make them invisible later)
Help!

Okay did you remove collision from the grounds so they would not interact with each other?
Those make grounds glitchy.
Keep only the ground that is colliding with the floor set to ground collision
The rest should be Mice Only.
However if there is not a floor then you can set one of the grounds with this tag:
<JP M1="" M2="" AXIS="" LIM1="" LIM2="" />
You can see how it works in my last post.

Dernière modification le 1417214940000
Mousechris
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#3822
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why does it cost 40 cheese to make a map? before it only cost me 5
Haruhitastic
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#3823
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mousechris a dit :
why does it cost 40 cheese to make a map? before it only cost me 5

Glitch.
Inthebin
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#3824
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mousechris a dit :
why does it cost 40 cheese to make a map? before it only cost me 5

Did you first turn your computer on then off?
Mousechris
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#3825
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haruhitastic a dit :
mousechris a dit :
why does it cost 40 cheese to make a map? before it only cost me 5

Glitch.

do you know what causes the glitch?

inthebin a dit :
mousechris a dit :
why does it cost 40 cheese to make a map? before it only cost me 5

Did you first turn your computer on then off?

No I was in the middle of making a map
Haruhitastic
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#3826
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mousechris a dit :
haruhitastic a dit :
mousechris a dit :
why does it cost 40 cheese to make a map? before it only cost me 5

Glitch.

do you know what causes the glitch?

The map database is screwed up and doesn't recognize the fact you have perms.
Mousechris
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#3827
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haruhitastic a dit :
mousechris a dit :
haruhitastic a dit :
mousechris a dit :
why does it cost 40 cheese to make a map? before it only cost me 5

Glitch.

do you know what causes the glitch?

The map database is screwed up and doesn't recognize the fact you have perms.

is there a way I can fix it or is it something I just have to wait for Tig to get to? (assuming hed get to it)
Haruhitastic
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#3828
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mousechris a dit :
haruhitastic a dit :
mousechris a dit :
haruhitastic a dit :
mousechris a dit :
why does it cost 40 cheese to make a map? before it only cost me 5

Glitch.

do you know what causes the glitch?

The map database is screwed up and doesn't recognize the fact you have perms.

is there a way I can fix it or is it something I just have to wait for Tig to get to? (assuming hed get to it)

There is no way for you to fix it
Potatosguts
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#3829
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Could someone please post a link to the main Q&A? I can't find it.
Inthebin
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#3830
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potatosguts a dit :
Could someone please post a link to the main Q&amp;A? I can't find it.

This one?
Potatosguts
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#3831
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Yes thank you :)
Inthebin
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#3832
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potatosguts a dit :
Yes thank you :)

A lot of relatively important topics are stickied.
So all you need to do is check the top posts in each forum.
Potatosguts
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#3833
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Okay thanks
Kittencutez
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#3834
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Just a simple question...
http://i.imgur.com/giO9xQC.png
I want the mouse to be shooting Snowballs at the players every 5 seconds, how do I do that though?
Inthebin
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#3835
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kittencutez a dit :
Just a simple question...
http://i.imgur.com/giO9xQC.png
I want the mouse to be shooting Snowballs at the players every 5 seconds, how do I do that though?

http://pastebin.com/NXzcuG5f
You can time the mechanism by changing the "Infinity,5" part.
Simply decrease the value 5 until the speed is right.
And of course just put the lava further back for a longer run.
If you want to play with strings though, I suppose you could suspend the moving ice on a JP axis.
This one is a bit glitchy.

Dernière modification le 1417323480000
Kittencutez
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#3836
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Is there a way to do it without adding stuff to the XML? I have the map already made and I don't wanna have to start over since I can't combine XMLs together, can't I?
Inthebin
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#3837
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kittencutez a dit :
Is there a way to do it without adding stuff to the XML? I have the map already made and I don't wanna have to start over since I can't combine XMLs together, can't I?

You can edit the map XML as long as you put the strings in the right place.
<L></L>
If you have Viprin art put into it then what you can do is put the strings between the last tag and the </L> tag.
Papero
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#3838
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kittencutez a dit :
Im trying to make movable AND have collision with mice viprin art, I made the art, made it dynamic and connected dynamic grounds to the ground that moves the art, but when I validated it, it kept bouncing!
http://i.imgur.com/mQnyDnx.png
(The grounds are different colours so I can see them better when connecting them, I was gonna make them invisible later)
Help!

It would be better if you explained what kept bouncing.

I would suggest using joints, and fixed rotation to keep the sleigh together.

*also exactly which object did you attach all the lines to?*

Haruhitastic a dit :
mousechris a dit :
why does it cost 40 cheese to make a map? before it only cost me 5

Glitch.

I decided to check, I'm being affected by this too o-o.

kittencutez a dit :
Is there a way to do it without adding stuff to the XML? I have the map already made and I don't wanna have to start over since I can't combine XMLs together, can't I?

actually you can but its easier if your xmls didn't both have grounds >_<.. then that could get slightly more complex.

Dernière modification le 1417337400000
Papero
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#3839
[Modéré par Lemodile, raison : Accidental double post.]

Dernière modification le 1417337460000
Inthebin
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#3840
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I would not say it could be more "Complex".
It is very straightforward:
>Go to Map Editor
>Load map
>Insert the grounds you need
>Copy map to clipboard
>Open up a word document or something
>Insert <L></L> if you have not done that already.
>Start adding joints
Go back to back checking to make sure Z values are set properly then load your map back in Editor.
Working with strings is a bit fiddly at times but it eventually pays off.
Here is an extremely rigid joint connection I use:
<JP AXIS="0,1" M2="A" M1="B" /><JP AXIS="1,0" M2="B" M1="A" />
A is the first ground and B is the second ground.
When connecting large grounds together I usually have one ground acting as the anchor so for example:
If Ground 5 will be my anchor and I have two other grounds then,
<JP AXIS="0,1" M2="4" M1="5" /><JP AXIS="1,0" M2="5" M1="4" />
<JP AXIS="0,1" M2="3" M1="5" /><JP AXIS="1,0" M2="5" M1="3" />
You will see the B value does not change at all/
This keeps the strings relatively simple and straightforward.
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