Entity unpleasantness/bug
Displaying 1-7 of 7 total.
1
Alex
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If an entity following a move script comes into head-on contact with a randomly wandering entity, both will stop dead, unable to complete their respective tasks of moving fully onto the disputed tile. There are four scripted entities on the map I've noticed this on, and within a minute or two they are all jammed up with other entities, blocking up pathways and stuff. I miss tile-based movement... :(
Posted on 2004-07-11 01:41:22
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Gayo
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I ran into this problem with SHM2, and hoo boy is it disastrous. I coded a giant, horrible, slow thing to resolve these situations, but I'd kill for some sort of engine-based resolution.
Posted on 2004-07-11 03:37:36
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rpgking
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The best thing to do might be to restrict your wanderers to a rectangle, and make sure that your entities following a movescript don't touch those rectangles... Free movement is a great thing, but there's always gonna be hurdles like this one.
Posted on 2004-07-11 07:55:23
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Alex
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Quote:Originally posted by rpgking
The best thing to do might be to restrict your wanderers to a rectangle, and make sure that your entities following a movescript don't touch those rectangles.
Not possible with this map, as some of the pathways are only two tiles wide, and have two different scripted entities wandering down them at various points. I think the only practical way around it would be to get rid of the scripted entities... but a engine-based resolution would be great, like the random wanderers taking evasive action if they're unable to complete their intended movement.
Posted on 2004-07-11 15:39:50
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Omni
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....painful. How about just enable the "be obstructed" but disable the "obstruct others"? It's not worth rewriting the engine...I think.
Posted on 2004-07-11 17:46:21
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Gayo
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That's what I did in SHM2, yes. However, in your case you'll have to make sure to turn it on for moving and off for normal gameplay, or else the player will be able to stand "on top of" the entities.
Posted on 2004-07-11 19:23:27
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Interference22
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Vecna REALLY needs to fix entities. Currently, they have no configurable step value and hence only walk one tile in any direction before choosing another direction to walk in. Also, XY movecodes currently seem to be ignoring obstructions (not totally sure, I'll have to run some more tests) and there is NO way to change the obstructability of entities at runtime last time I checked.
Posted on 2004-07-12 00:06:32
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