|
Post by SpaceGoo on Oct 2, 2008 18:58:51 GMT -8
I'm making this CL and I can't get the right timing on some ToggleBridgez. Please ignore the CAPS; I copied and pasted it from a word document I put it on. Like this: (GRUNT ON TOP-LEFT CORNER, HE CAN WALK AROUND AND THE TOGGLEZ CANNOT CATCH HIM) D= Down ToggleBridge U= Up ToggleBridge x= Regular WaterBridge UUU UxU UUU DUU UxU UUU DDU UxU UUU UDD UxU UUU UUD UxD UUU UUU UxD UUD UUU UxU UDD UUU UxU DDU UUU DxU DUU DUU DxU UUU CONTINUOUSLY ROTATING LIKE THAT Basically, there will be a ObjectGuard on the top-left corner and I want him to go all the way around, starting from the top-left corner, and the Togglez try to catch him and once he gets ready to step on a DOWN Toggle, it will pop up. If you don't understand fully I can try and explain it more. Thanks in advance.
|
|
GooRoo
Administrator
Owner Administrator
I luv Gruntz!
Posts: 7,425
Display Name: GooRoo
Member is Online
|
Post by GooRoo on Oct 2, 2008 20:01:16 GMT -8
You need to have two Bridge Tilez submerged, as in my example of the quoted post. Your problem is to determine which two Tilez, to coordinate with the (presumably) Rolling Rock (Rolling Malted Milk Ball in my example) that is activating the Blue Toggle Switchez that are controlling the Bridge Tilez.
|
|
GooRoo
Administrator
Owner Administrator
I luv Gruntz!
Posts: 7,425
Display Name: GooRoo
Member is Online
|
Post by GooRoo on Oct 2, 2008 20:06:34 GMT -8
I believe you will run into a major problem, in that the Rolling Rock (whatever it is called in your CL) has to turn cornerz, and that is going to throw your timing off. Of course, if you have another Object Guard grunt "walking a beat" over Toggle Switchez, that problem will not exist. (That may be what you had in mind all along, so the timing problem is reduced.) Regardless of the mechanism, each Switch has to affect two (once removed) Bridge Tilez, to raise the trailing Bridge Tile back up, and drop the Bridge Tile next in line ... while the current Bridge Tile is unaffected.
|
|
|
Post by SpaceGoo on Oct 3, 2008 5:49:12 GMT -8
On the money. It will be Sweetz. The Bridge in the middle just needs to stay up. No switch will be controlling it. The Togglez around are Autoz with no Switch controlling them. I just need the Guard to walk around it while they are going up and down. The timing in Points, Damage, and Health is what I need.
|
|
BattlezM
Moderator
Is my hat too big?
Posts: 1,308
|
Post by BattlezM on Oct 3, 2008 6:00:32 GMT -8
gruntz have a walk time of 600 milliseconds per tile, so your interval should be somewhere at or greater than that. Whether you should make it greater I'm not sure, the object guard might try to reverse direction suddenly, and ruin the timing. And if it really does take a grunt a little extra time to turn, that'll also throw timing off.
|
|
GooRoo
Administrator
Owner Administrator
I luv Gruntz!
Posts: 7,425
Display Name: GooRoo
Member is Online
|
Post by GooRoo on Oct 3, 2008 6:23:10 GMT -8
I would make the interval between Bridge Tilez exactly 600 millisecondz (top center box, initial delay) and have the toggled time (second row, center box, I believe) be exactly 3600 millisecondz (the time it takez an Object Guard to walk 6 Tilez). I believe those valuez would have the solver's view look very much like my example, above (except I mis-used and (automatic toggling) when I had in mind and (switchable toggling). With Switchable Toggling, you could, indeed, have another Object Guard tromping on eight different Switchez, synchronized with the Object Guard you wanted to be 'running' ahead of the disappearing Bridge Tilez.
|
|
|
Post by SpaceGoo on Oct 3, 2008 7:17:25 GMT -8
Well if I can't get the auto toggling to work then I will do the switchez. Another dumb question I should know the answer to but don't... Is when I put an ObjectGuard in the top-left corner and he starts moving around set place, he goes right one space, back to where he has originally, and then goes right and starts going around. Where's he supposed to go?
|
|
GooRoo
Administrator
Owner Administrator
I luv Gruntz!
Posts: 7,425
Display Name: GooRoo
Member is Online
|
Post by GooRoo on Oct 3, 2008 8:34:13 GMT -8
I believe that is one of those minor 'bugz' in Gruntz. Guenter nicely worked around that by having his Object Guard start from far away from the Tile he was supposed to be guarding (in "The Gunslinger"). You may have to start your Grunt out three (or maybe even four!) Tilez ahead of the leading submerged Bridge Tile in order to make it work.
|
|
|
Post by SpaceGoo on Oct 3, 2008 9:12:10 GMT -8
Ugh... There are Crumble Bridgez all around the walking area that aren't supposed to be stepped on. I'll figure it out eventually.
|
|
GooRoo
Administrator
Owner Administrator
I luv Gruntz!
Posts: 7,425
Display Name: GooRoo
Member is Online
|
Post by GooRoo on Oct 3, 2008 13:45:21 GMT -8
|
|
|
Post by SpaceGoo on Oct 5, 2008 7:41:45 GMT -8
Well, I have good and bad news. The good news I kinda got it to work. But the bad news is it doesn't always work. Sometimes he goes on the CrumbleBridgez which I dont want; other times he gets caught on it and drowns; and sometimes it works. I can't figure out how to permanently get it to work. But about 1/2 the time it will work. Any suggestions? Or maybe its not possible...
|
|
|
Post by SwordGrunt on Oct 5, 2008 17:52:51 GMT -8
Object Guardz have unexpected behavior in many situationz. Mostly, depending on what position they start, and the obstaclez they may encounter.
But, I don't understand all this confusion. At first, didn't you want the OG to walk over automatic bridgez, which lowered once he got past them, and raised when he was near them again? Did I misunderstand anything? Because you could just do that timing the bridgez correctly. I often made similar things in my levelz, where timing the bridgez correctly wasn't easy.
A similar effect could be achieved if you put crumble bridgez in the place of the automatic onez, and time a RB somewhere so it would roll over a switch (or two) that would 're-activate' the crumble bridgez when the Grunt was near them.
|
|
|
Post by SpaceGoo on Oct 6, 2008 5:44:14 GMT -8
Smart. Yes, first I did want to do the AutoBridgez, but the idea of another OG controlling SwitchBidgez seemed easier plus it was the only way I got it to work. I like the RB 're-spawn' tilez idea; I'll try that.
|
|
|
Post by SwordGrunt on Oct 6, 2008 10:55:05 GMT -8
I remember using that in a 'magic' themed level. There was a crumble bridge maze, but instead of pyramidz, the switchez themselvez 'weren't working' (pressed form), so I needed to step on the only working one to activate another and spawn a few crumble bridgez leading the way back. It was very interesting when I saw it in action, so I decided to theme the whole level with magic eventz.
|
|
|
Post by SpaceGoo on Oct 6, 2008 13:25:15 GMT -8
I remember using that in a 'magic' themed level. There was a crumble bridge maze, but instead of pyramidz, the switchez themselvez 'weren't working' (pressed form), so I needed to step on the only working one to activate another and spawn a few crumble bridgez leading the way back. It was very interesting when I saw it in action, so I decided to theme the whole level with magic eventz. Planning on making one of those myself soon.
|
|