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DarkBASIC Professional Discussion / Speed Boost Trail (can someone pwitty pwease help me debug.)

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Teh Go0rfmeister
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Posted: 4th Oct 2003 23:45
I made up code for doing a bog standard trail behind an object going at hyper speed, but instead i get a clone who follows the movement of the main character who it cloned. I presume this one clone is actually a pile up of the loads of clones i set it to make.

If i get rid of "position object b,object position x (2),object position y (2), object position z (2)" then all the clones just piled up at the same co-ords, that have no relation to the objects current position.

all i want is the clones to appear standing still in the position the object was when it was cloned, and in a trail, not all piled in the same place.

see for yourself... and pwitty pwease help me.

www.tinnedhead.tk watch this space for the first ever calculator to show the working out. also look out for our first game- ww.exor-mk1.tk
David T
Retired Moderator
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Posted: 5th Oct 2003 00:02 Edited at: 5th Oct 2003 00:03
Quote: "all i want is the clones to appear standing still in the position the object was when it was cloned, and in a trail, not all piled in the same place.

I presume this one clone is actually a pile up of the loads of clones i set it to make. "




It seems that you are positioning every object in the same position, hence they are appearing in one place. Try postioning each one a bit behind the previous one (move object b,-1?) and you'll get the effect of a trail.

c:/dos
c:/dos run
run dos run
Teh Go0rfmeister
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Posted: 5th Oct 2003 02:42
doesnt work, i tried another method using timing, but now the game keeps on freezing or getting stuck in a loop, and yet again i cant see the bug anywhere. check this code out:

www.tinnedhead.tk watch this space for the first ever calculator to show the working out. also look out for our first game- ww.exor-mk1.tk
Bulleyes
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Location: Cyberjaya, Malaysia
Posted: 5th Oct 2003 07:27
Here, try my version of motion trail. You can tweak the parameter constants located at the begining of the code.

NUM_TRAIL - defines how many clones of the original object are created for the trail. Note that this does not directly imply how long the trail is. The actual length of the trail that you see will depending on how fast the trail fades, and the trail capturing interval. (See below)

TRAIL_OBJ - defines what is the starting object number that is reserved for clone objects used in the motion trail.

TRAIL_FADE - defines how fast each trail shadow fades. A smaller fade value will fade slower than a larger one. It can be a real number as well, such as 0.01.

TRAIL_CAPTURE_INTERVAL - defines how frequent the motion trail is being captured. A smaller value means the motion trail is capture more frequently and it will produce a more intense motion trail, i.e. the trail shadow are closer among each other.


Good luck!

Bad Nose Entertainment - Where games are forged from the flames of talent and passion.

http://www.badnose.com/
Teh Go0rfmeister
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Posted: 5th Oct 2003 11:31
wont i need a plugin for this? if so then where from?

www.tinnedhead.tk watch this space for the first ever calculator to show the working out. also look out for our first game- ww.exor-mk1.tk
adr
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Posted: 5th Oct 2003 13:26
Try clicking the "source" button underneath his post

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Teh Go0rfmeister
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Posted: 5th Oct 2003 17:49
i have -i tested it- its kind of dodgy but kind of works

cheers


www.tinnedhead.tk watch this space for the first ever calculator to show the working out. also look out for our first game- ww.exor-mk1.tk
Scraggle
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Posted: 5th Oct 2003 22:43
Well now - there's 'gwatitude' for you!

Imagine posting 'dodgy' code for the guy - What were you thinking?

http://www.freewebs.com/scragglesoft/

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