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Fangames => Game Design => Programming Questions => Topic started by: BaronBlade on August 22, 2015, 01:26:49 PM

Title: Spike Triggers in KS Engine?
Post by: BaronBlade on August 22, 2015, 01:26:49 PM
Hi! I've been using the Yuuutu engine for a while and decided to upgrade to GMS with the KS engine. Unfortunately, the way spike triggers work between the two engines is entirely different. I put the following code in my spike, but it activates after I reset instead of when I hit the trigger initially.
Code: [Select]
trg=1;
if global.trigger[trg]==1 {
    vspeed=10;
}
Any help would be appreciated. Thanks!
Title: Re: Spike Triggers in KS Engine?
Post by: Kyir on August 22, 2015, 05:52:05 PM
Just set the creation code in the trigger to trg = number (you know, whichever), and then whatever spike you want to move's creation code to:

trg = samenumber
vs = whatever vertical speed upon trigger
hs = whatever horizontal speed upon trigger

Unless I'm misunderstanding your problem
Title: Re: Spike Triggers in KS Engine?
Post by: BaronBlade on August 22, 2015, 07:18:18 PM
Ah, thanks! That worked perfectly! :atkHappy: