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https://www.youtube.com/watch?v=H4w84VnFDwI
However it doesn't include kinetics matching your Goof-Troop example (where the block continues to slide like ice until it hits a wall). You can probably achieve this by simply turning on "repeat movements" when setting movement routes.
What kind of trigger are you using? Shouldn't that only happen upon touch?
If you aren't interested in copying his example verbatim (since it does work), could you screenshot your event page for us to look at? Maybe we can see what you've set up that's still causing trouble.
https://www.youtube.com/watch?v=_CzFv0iTsPY
I had the trigger set to "player touch" in the video, but I tested it with "action button" and it works the same (just with action-button press needed to push the ball, obviously).
And if I make the map even bigger (so the ball has more space to cover) I can move the player-character in any direction I want without it affecting the ball while it's still traveling in kinetic motion.
- 2 Eventpages
- 1st Eventpage on Action Button and it just turns on the second page with self switch.
- 2nd Eventpage is paralell and contains the further Eventcode.
This allows the Player to move freely around while the Event continues.
Simple Movecode example:
Set Move Route Eventcommand: "Turn Away from Player" than Move 1Step forward (20times for example).
Mark Skip if cannot Move and Wait for completion. Than use control selfswitch and turn the page off again, so that the event can be reused.
Depending on your Game and the detailed details this movecode could need to be replaced with something more fency.
Are there moving obsticles that could blog and unblog the path of this moving event?
If not, than its easier.
Edit: Changed a code error in my example.
I lazily stripped my example down to reduce size. Here you go.
https://steamcommunity.com/sharedfiles/filedetails/?id=1529048528
It's literally just the same thing SumRndmDde showed but with "repeat movements" on...
Maybe try the Editor and Event it, if Plugins cause Errors.