itss not exactly a break through...but is a start when it comes to building oh say...a tank game...shooting game that might require the player to squaare off when coming in proximity with a NPC al la parasite EVE
...as follows:
this applies to this scenario and anyone who needs to test what direction a player is facing
idea:
create 4(or events call each one facing_(s,e,w,sw,sw,ne,nw).cet
create create a single variable, call it gb_compass.
each event should do a simple change global action that sets the value of direction to;
1=n
2=ne
3=e
4=se
... ...etc
in your player animation file, reserve a frame/create an auxillary frame place it at the start of directional animmation
flag this frame to call event. for each directional loop/subsection of the players walk animation add the appropriate call event (the north walking section calls facing_N.cet)
this will ensure that the value of gb_compass changes whenever you change direction. ***(make certain you set the value and not add)
this takes care of the game keeping track of the player's direction now to put this newborn function to use....
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