User talk:MK/sandbox2

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well...[edit source]

If anyone feels like trying to fix the dodge function, just slap this bad bay back inline somewhere:

{{MKDodge|0|10|0}}{{MKDodge|1|20|2}}{{MKDodge|2|30|1}}{{MKDodge|3|40|0}}{{MKDodge|4|50|2}}{{MKDodge|5|60|1}}{{MKDodge|6|70|0}}{{MKDodge|7|80|2}}{{MKDodge|8|90|1}}{{MKDodge|9|100|0}}{{MKDodge|10|110|2}}{{MKDodge|11|120|1}}{{MKDodge|12|130|2}}{{MKDodge|13|140|0}}{{MKDodge|14|150|1}}

, then go over to {{Template:MKDodge}} and fiddle with the timing on

animation:mkrp{{{1|0}}} {{#expr:({{{2|10}}}-{{get}}mod1000)/3*3}}s 1 step-end;

, where the "mod1000)/3*3" is what you'll edit... swap out the number after the 3* to adjust the timing. I have it set to show the YOURE GAY image when it "hits" the van, but whenever an arrow is clicked to offset the van, it kind of screws it up. It worked better earlier when the cars were faster and close together, but it was just too hard to dodge them. This versio spaces it all out and slows them down... BUT it somehow ruined the ability for the oncoming car animation to stay moving in its location somewhat accurately when a you move to a new offset. NOW, it just seems to almost reset the whole oncoming car animation which is ridiculous. Makes 0 sense... LucyDance2.gifMKyap!Fðllðw Ðåmågê †råïlLucyDance2.gif 13:51, 4 March 2026 (UTC)

@RealDonaldTrump: do you think it's possible to get it to work with zero javascript? I'm attempting to fix the really buggy UnGames:Make_it_to_Ketchikan/Road1 page with something more reasonable, or at least set up a sort of default for these car "games", but whenever I add in the dodging mechanic, it gets kinda screwy. Ok, really screwy. It might not be possible, and suspect it is, but it would be neat to actually have that game be playable and beatable... LucyDance2.gifMKyap!Fðllðw Ðåmågê †råïlLucyDance2.gif 15:42, 4 March 2026 (UTC)
There's no way with the current code for the obstacle locations to persist after changing lanes. I'm not sure how to achieve that with just wikitext. I guess you could limit the obstacles so that there's only one showing up at any time on the screen, but that means if you dodge too early, it'll look like it disappeared out of nowhere, although that still matches the current behavior of the UnGames:Make_it_to_Ketchikan/Road1 page. The only person who really understands it is OPOSSUM, and it looks like they've taken an early retirement... MUGA Intern Sandeep (talk) 21:30, 4 March 2026 (UTC)
yeah, that was the issue i continually ran into. I forked OPOSSUM's code over, but it never really worked properly in the first place. Then I tried to just have a singular object race 'down' the road towards the van, but that did exactly what you theorized: it just vanished the second i touched an arrow. Was hopeful i could make a smoother and functional version for OPOSSUM, but it is what it is. I'm gonna try to do the math tonigh to get it to fake the positions which should "keep" them when activating the next offset. or something. idk. heckin heck LucyDance2.gifMKyap!Fðllðw Ðåmågê †råïlLucyDance2.gif 01:38, 5 March 2026 (UTC)