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How do I force Sonic to roll in my Sonic-1-style special stage? #343
Replies: 2 comments 7 replies
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Well there's some core player.gd code to force roll that makes it less than appropriate for this job in its current form. Right now if forceRoll is turned on, jump is just explicitly prevented in action_jump() -- to fix this we'd probably want to make forceRoll itself only handle rolling and make a second cantJump flag or something that the existing forceRoll object toggles as well... and then you could just enable a flag. That's not how it works right now, so your options are either to edit the core player code like I just told you (and be ready to deal with the likely merge conflicts you'll have when we update the engine later), wait for me to add something for this (it's an easy job, I can probably fit it in within the next couple weeks), or come up with another solution... possibly one that involves making a stripped down character controller just for special stages. EDIT:
Change his state to either animation or gimmick depending on which version of the engine you are on and he won't move at all. Nor will he change animation unless you explicitly tell him to. |
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Ok so Im running into an issue where when im playing the game normally and I have to go in the ring to get Sonic to the special stage, Sonic starts sinking into the stage during the spin. This only happens after going in the ring, when I play the scene by itself in the editor, Sonic stays still. |
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I tried to do this by covering the whole stage in the force roll object but the issue is that it disables Sonic's ability to jump. What do I do?
Also, it would be nice to knwo how to keep Sonic completely still for the end stage spin so that he doesn't slide around as the stage spins.
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