
char(1).walljumptimer (obviously also the player has the walljump activated) and is rubbing against the wall that it is a nonzero value, otherwise 0.

Something to detect when the player is frozen, something like char(1).icetimer, if you understood.
char(1).pulling if the player has this image is 1, otherwise 0.
![]() char(1).walljumptimer (obviously also the player has the walljump activated) and is rubbing against the wall that it is a nonzero value, otherwise 0. ![]() Something to detect when the player is frozen, something like char(1).icetimer, if you understood.
Last edited by NESTED ERNEST on 22 Sep 2019, 16:59, edited 4 times in total.
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I think with the condition: if char(1).walljumptimer<>0 then char(1).ysp=1 end if | ||
For the second one:
Code: Select all do I don't think a property for that is really needed | ||
One day I asked to HUGOMDM how that worked. The blocks may have the option so that a walljump cannot be made,
If 38A does an internal iteration and if it goes through an important evaluation, why not put it?(That's optimization) as the example I made of char(x).inwater, which now exists. :D | ||
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