Doors That Move the Player

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Post » Sat Feb 09, 2013 1:15 pm




I only had to use Is overlapping with trigger once for collision detection .
"Player On collision with Door" was giving me strange results.
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Post » Mon Feb 11, 2013 3:03 am

Hey, guys. I still haven't got my doors working quite as I want them to, but you seem to have set me on the right path. Thanks for all the help!
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Post » Tue Feb 12, 2013 12:05 pm

[QUOTE=Pixel perfick] Actually there is a way...And it's always a good idea to be as efficient as possible...just set each door an instance variable say "door number",to identify it...then create a global variable "choose door" that identifies it

>>on collision with door >set global choose door to (door number you want to go to)
>>variable door number=choose door >set position to "doorspritename"

hope that helps[/QUOTE]

pretty much this, only without the global.

pretty much after you place a variable on the door, change the default value on each doors properties so they are each different.

Here is an example .capx
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