Solved Nohithead is working?

Question that is answered or resolved.

ZVitor

Active member
I ran various tests and didn't see this function working, or I didn't quite understand what it was supposed to do.
I set Height to the hero, and Nohithead to the head of the obstacle that has the platform, but with a value of 1 or 0, the hero can't walk across it or jump across it.
 
I ran various tests and didn't see this function working, or I didn't quite understand what it was supposed to do.
I set Height to the hero, and Nohithead to the head of the obstacle that has the platform, but with a value of 1 or 0, the hero can't walk across it or jump across it.
I didn't test it in the v3, but at least in v4 it's working fine using this way.
I also made another test changing type none to type obstacle and had the same effect.


nohithead is supposed to be declared on hero's text.
Buddy, I don't know, but at least in the manual I have it's supposed to work in the platform entity.

1760302094721.png
 
but, so how i make somes platafforms which hero can cross and others which he dont?
At least in the v4, you can use the same way as I used in my video, changing the Nohithead property in each platform entity at the header.
The only parameter I changed in player entities is the "height". I suppose v3 works in the same way too.
 
how i make somes platafforms which hero can cross and others which he dont?

In the above video, I'm using onmoveascript like this:
onmoveascript data/scripts/loncat.c
loncat.c
C:
void main()
{
    void self = getlocalvar("self");
    int x = getentityproperty(self, "x");
    int y = getentityproperty(self, "y");
    int z = getentityproperty(self, "z");
    int Vy = getentityproperty(self,"tossv");
    void vAniID = getentityproperty(self,"animationID");

    void Plat = checkplatformabove(x, z, y);

    if(Plat && Vy > 0){
      char PName = getentityproperty(Plat, "name");

      if(PName=="Slip"){
        changeentityproperty(self, "Subject_to_Platform", 0);
      }
    }

    if(vAniID != openborconstant("ANI_FOLLOW4") && Vy < 0){ // reenable after passing through
      changeentityproperty(self, "Subject_to_Platform", 1);
    }
}

This script finds platform above entity. If a platform is found while moving upwards or jumping, platform's alias is checked. If the alias is Slip, then disable subject to platform to allow passing through. If the alias is something else, nothing is done and entity will be blocked by the platform.
Also the script reenables subject to platform when moving downwards or falling to allow landing on any platform after jumping. With the exception of FOLLOW4 which is this entity's drop platform animation.

HTH
 
Thanks, NoHitHead 1 works on the platform header in build 4.0, but not on the one I was using, 6412.
I've done the tests, I don't plan to migrate yet, but thanks for the suggestions.
I will check BB script later :)
 
Back
Top Bottom