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Post by Reece on Dec 21, 2005 7:21:44 GMT -8
(level editor) i cant make the pyramids or bridges work by the switches i have set it for i have tried everything but it doesn't seem to work please help me.
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GooRoo
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Post by GooRoo on Dec 21, 2005 10:43:05 GMT -8
(level editor) i cant make the pyramids or bridges work by the switches i have set it for i have tried everything but it doesn't seem to work please help me. It is very important to do a " CalcCowID" on every Switch! Then all it takez is to copy the Switch ID into the Rects:Move left (and otherz, if necessary) field of the object to be operated, as Pyramidz, Bridge tilez and Two-Way Arrowz.
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Gamer
Retired Moderator
Posts: 331
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Post by Gamer on Dec 21, 2005 16:55:05 GMT -8
Basically, you must copy the ID given to you when you press CalcCowID on the TileTriggerSwitch into the TileTrigger Move Rect: Left box. Copying any other ID won't work, it has to be the one that the program chooses.
You can look at the logics from Training level 4 if you want to see an example. (They are included with the Gruntz Level Editor Download)
If you are over 13, you can become a member here, just register for free and ask to become a Designer (which doesn't require anything other than asking)... Then you can see the online Forum Help File.
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Post by alexandgruntz on Mar 13, 2006 21:47:40 GMT -8
I am having a similar problem with my secret switch, but the worst is that there is no CalcCowID button!
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GooRoo
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I luv Gruntz!
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Display Name: GooRoo
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Post by GooRoo on Mar 14, 2006 7:36:22 GMT -8
I am having a similar problem with my secret switch, but the worst is that there is no CalcCowID button! One of the first thingz in the Gruntz Level Editor built-in Help file is to select the "Games" menu, and then "Gruntz" and checkmark "Calc Cow IDs". That will add the buttons to the Object Dialog Box so that you may have the program calculate the ID from the X (horizontal axis) and Y (vertical axis) location. That is much easier than multiplying the X Tile number by 256, and adding the Y Tile number to it.
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