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-   -   Rocket Turtle problem (http://www.jazz2online.com/jcf/showthread.php?t=19189)

Sean Aug 17, 2011 09:27 PM

Rocket Turtle problem
 
Hello forumers. I have yet another JCS question for you.

I used this Rocket Turtle method with a past level I scrapped and am redoing. But for some reason now, the Rocket Turtle, when activated, hovers for a second (as usual with these levels) then simply shoots off to the lower left corner. I tried several different event placements and now I'm certain it's not that. Perhaps you can find the problem?

I doubt it's my JJ2 either, as I ran several other Rocket Turtle levels to confirm that.

This is the level that is causing me so much trouble.

Oh and congratulations, you got a sneak peek at the first actual playable level in my upcoming SP pack. :D (Don't get any ideas) (I need this fixed badly because it's integral to the pack's story)

Violet CLM Aug 17, 2011 10:21 PM

Try putting an Area ID at 14,94 (JCS coordinates) and starting the path from there instead. The Rocket Turtle takes a few moments before he slows down enough to start really noticing them.

Sean Aug 17, 2011 10:28 PM

Didn't work. Did you have any specific kind of enemy placement in mind?

Jgke Aug 17, 2011 10:53 PM

Just a note in case you didn't know, the level has to be cycled (use bonus level field) if a player dies there.

Violet CLM Aug 17, 2011 10:59 PM

No enemy placement, just Area IDs. It stops there consistently for me every time I run it, though putting a few more in the same area just in case couldn't hurt.

Jake: If you download the level, you'll notice the cycling mechanism is already in place (bonus level field??).

Sean Aug 17, 2011 11:26 PM

Ah great, that saved my neck. Just so I can avoid future similar problems, how did you go about finding the solution?

Jgke Aug 17, 2011 11:59 PM

Ah, sorry. Writing these from my phone so :P

Violet CLM Aug 18, 2011 12:33 AM

I've used rocket turtles before. :P They take off too quickly to notice the Area IDs immediately nearby them, so you have to be sure to catch them with one a little distance away -- usually up and to the left, but yours goes down and to the left instead because of where it's placed in the level. After that it was just a matter of trial and error to find the right tile to place one in.

Sean Aug 18, 2011 12:45 AM

So it seems like Rocket Turtles take off to the nearest corner of the level, and after that it's just trial and error to find which tile to place the event on? That's... actually very informative, and should go into the ERE entry.

In the previous level, the Rocket Turtle took off to the bottom right, so that's how got to this conclusion.

Jgke Aug 18, 2011 03:18 AM

Why can't you just circle the Rocket Turtle with Area ID's?

Obi1mcd Aug 18, 2011 05:11 AM

I assume because he starts off moving so fast that he just skips over them.

Violet CLM Aug 18, 2011 10:40 AM

Something like? I'm not 100% positive it's always the nearest corner, since I recall getting some results I didn't quite expect, but it's something similar and I think at the very least the direction won't vary across playthroughs so long as the position is held constant. And then yeah, either careful trial and error or just put a big cloud of Area IDs in the right area and call it good.

Zerg Aug 20, 2011 05:38 AM

No ideas but...
Quote:

Originally Posted by Sean (Post 469724)


(it's integral to the pack's story)

Who could give you such a great idea for you? :) (lol) :)


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