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Can't make player unobstructable Displaying 1-6 of 6 total.
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Gayo
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The player-controlled entity disregards the entity.obstructable flag, and is always obstructed, both by obses and by obstructing entities.
Posted on 2005-05-27 21:57:15 (last edited on 2005-05-27 21:57:40)
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Jesse
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This is done in my local copy. This will, of course, break code that assumes a player is always obstructable.
Edit: Like Sully, for example. We might consider setting obstructable = 1 automatically when you call SetPlayer().
Posted on 2005-06-05 13:06:02 (last edited on 2005-06-05 13:54:57)
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Overkill
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Maybe, have a function called SetPlayerObstructability(bool obs_flag). It will set the current player's entity.obstructable[] = obs_flag. Also, at any time that another SetPlayer() is called, set the player's obstructable value to the one last specified in a SetPlayerObstructability() statement, and default this setting to 1.
This way, you only have to set it when you need the change. Much like SetLucent(), which you only call when the actual lucency value is wanted to be changed.
Posted on 2005-06-05 18:17:29
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mcgrue
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Quote:Originally posted by Jesse
This is done in my local copy. This will, of course, break code that assumes a player is always obstructable.
Edit: Like Sully, for example. We might consider setting obstructable = 1 automatically when you call SetPlayer().
I should rename my sully system.vc GetPlayer to v1_GetPlayer() or something, and create a v1_SetPlayer() or something, and do Setplayer tag-alongs in that level of abstraction.
Speaking of, I should seriously rename all of the sully libraries to be less confusing. Jeez. Any suggestions?
There are the following seperate systems:
simpletype_rpg: Has all of the Party and Cast handling stuff (stats, data parsing, and all of the party management stuff)
v1_battle: The Sully battle system library. (Yes, this is actually abstracted away from the Cast's Stats with an interface layer, so someone can use one or the other with minimal mods without having the whole thing)
v1_menu: Maybe the best named of the v1_x libraries, it was designed to look a bit like the v1 menus. Of all the libraries, this is also in the most dire need of documentation.
v1_rpg: Containing all of the varied 'vc layer' effects, the generic map initialization code, the warps, transitions, the textbox, the simple music library (some fades and song caching), the weather effects, and some map functions (AlterB/FTile, OpenTreasure).
...yeah. Any ideas?
Posted on 2005-06-06 06:07:57
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Gayo
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Quote:Originally posted by Jesse
This is done in my local copy. This will, of course, break code that assumes a player is always obstructable.
Edit: Like Sully, for example. We might consider setting obstructable = 1 automatically when you call SetPlayer().
You could have it default to 1, I guess...but eh, it's easy to add one line to any spawn functions.
Posted on 2005-06-06 09:19:05
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Jesse
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SetPlayer() now sets the passed entity's obstructable to 1 to help with backwards compatibility.
Posted on 2005-06-30 17:16:11
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Displaying 1-6 of 6 total.
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