question-circle Seamless Motion Trigger Not In Marble Blast Platinum?

  • thebourret
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05 Nov 2015 01:29 #1
Hello everyone, in the game Marble Blast Powered Up, I was really interested in the level "Marble Chambers", and I was wondering how they made that level. I saw that it had a bunch of seamless motion triggers in that level, but I saw that they don't have that in Marble Blast Platinum on level editor yet. Is there a way I can make a level with seamless motion triggers, or make my levels work just like "Marble Chambers"?

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05 Nov 2015 02:24 #2
Seamless motion triggers were a special type of trigger that I coded specifically for Marble Chambers. They are not currently available in Marble Blast Platinum without .mis mods.

Here's a basic implementation of the SeamlessMotionTrigger that you can use. It's pretty rudimentary but should work if you align your platforms well.
Code:
datablock TriggerData(SeamlessMotionTrigger) { tickPeriodMS = 100; }; function SeamlessMotionTrigger::onEnterTrigger(%this, %trigger, %obj) { %obj.noPickup = true; commandToClient(%obj.client, 'MarbleTeleport', %trigger.offset); %obj.schedule((%obj.client.getPing() * 2) + 100, "setFieldValue", "noPickup", false); }
Put that at the top of your .mis and you should be able to place them in the editor.

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function clientcmd12dothepq() { commandToClient(LocalClientConnection, '34onthedancefloor'); }
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24 Jan 2016 03:54 #3
Hello everyone, thank you for your suggestions! I have some more questions about the seamless motion triggers. Where exactly do I find these implementations, or codes for the seamless motion trigger? How do I make a seamless motion trigger with that implementation code? Do I have to move any files to another folder?

On level editor, I saw a "rot" option, I saw a "yaw", a "callback", and an "offset" setting on the seamless motion triggers. What do each of them mean?

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24 Jan 2016 05:29 #4
You can find code for a seamless motion trigger in my post up above. Place it at the top of the mission file which uses it (before the OBJECT WRITE BEGIN line). If you do this before playing your level, you will be able to place SeamlessMotionTriggers in the level editor. Just create them like you would a normal trigger (Mission Objects -> Trigger), and add an "offset" field for the offset you want it to apply.

The "offset" field tells the game how far it should move the marble. You should set this when you create a trigger. The SeamlessMotionTriggers in MBPU have some extra fields on them because I needed extra features. These are not included in the trigger code that I posted above. "rot" and "yaw" affected your camera direction. "callback" specifies a function that is called when you enter the trigger.

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