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1 | 1 | This is a Tutorial about the advanced tricks of Pivot Kit. Don't know what that is? [[Check this out|https://fancade.page.link/Rntz]] |
2 | [[https://imgur.com/6fPf0qF.jpg]] |
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2 | [[/uploads/6fPf0qF.png]] |
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3 | 3 | |
4 | 4 | At the start of the level we are moving the 7 voxels height block beneath the starting platform at very high speed (in one frame) to hide it from the player. The small value along negative Y-axis is used to prevent some clipping flashes (set that to 0 to see what ViChyavIn is talking about). |
5 | 5 | |
6 | [[https://imgur.com/UsqZ4Kk.jpg]] |
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6 | [[/uploads/UsqZ4Kk.png]] |
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7 | 7 | |
8 | 8 | After that, whenever the user presses a switch, the output of that is processed by **Switch to Move**. |
9 | 9 | As long as the ID section of **Add Movement** is connected with the proper ID, it'll know which blocks to move. It just gets activated by the **Switch to Move** Script. |
10 | [[https://imgur.com/gym2BJo.jpg]] |
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10 | [[/uploads/gym2BJo.png]] |
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11 | 11 | |
12 | 12 | These are some of the useful global variables in **Pivot**. |
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... | ... | @@ -17,9 +17,9 @@ These are some of the useful global variables in **Pivot**. |
17 | 17 | |
18 | 18 | In the third part we are checking if BlueCube is in the proper position, and if it is we change the camera zoom and make a staircase. |
19 | 19 | This part shows that you are not always stuck to switches for doing something! |
20 | [[https://imgur.com/mr7fD6G.jpg]] |
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20 | [[/uploads/mr7fD6G.png]] |
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21 | 21 | |
22 | 22 | At last we have connected the After wire of one set of a **Add Movement** block to another set's before part. |
23 | 23 | As I said before, as long as **Add Movement** gets the proper ID it can be activated by either the **Switch to Move** block or After wire of another **Add Movement** block. |
24 | 24 | Here it gets activated by another Script to have a good *Staircase Building* effect. |
25 | [[https://imgur.com/Pe3UdWH.jpg]] |
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0 | [[/uploads/Pe3UdWH.png]] |
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