process entities funct
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RageCage

is it possible, vec, that you could make a process entiies funct or something so that I can make my own game loops and use the setPlayer controls?

Posted on 2004-06-29 05:46:30

Omni

What? No ProcessEntities()?

EDIT: Darn, you're right.

Posted on 2004-06-29 15:46:18 (last edited on 2004-06-29 15:47:27)

Gayo

Entities are now processed at all times, I think. As long as you have a ShowPage in a loop (and maybe even if you don't, I don't remember entirely) your entities will caper merrily with no encouragement from you.

Posted on 2004-06-29 18:04:25 (last edited on 2004-06-29 18:04:42)

vecna

Gayo's right. There is no ProcessEntities() because you shouldn't ever need to call it. In V2, entity processing in VC loops was a source of many bugs, so I removed the need to time Entity processing on your own. They do think on ShowPage() as Gayo pointed out (but you don't have to call ShowPage at a certain rate or anything obviously, they will think at the correct rate regardless).

If you ever wish to cease entity processing (to pause it for a textbox for instance), you use SetEntitiesPaused() instead. (I think. I'm at work and can't look it up)

That should pretty much eliminate any need to manually call ProcessEntities() - unless I've overlooked something?

Posted on 2004-06-29 18:42:36

RageCage

maybe process entities is the wrong thing to ask about... infact yes it it... how about processPlayer? All I'm really asking for is being able to move the player.

Posted on 2004-06-30 21:00:38 (last edited on 2004-06-30 21:01:06)

Overkill

Umm... I'm not exactly sure (haven't tested), but this may work:


void ProcessPlayer()
{
int i;
for(i=0; i<=entities; i++)
{
if(i!=player) entity.movestring[i]="";
}
}


That way it nulls all other move strings, or something, making the player the only one to move.

Posted on 2004-07-01 03:06:19 (last edited on 2004-07-01 03:07:17)

RageCage

no no no no

I want to be able to move the player with the controls on the keyboard, while in my own game loop. That is all. Sorry for the confusion.

Posted on 2004-07-01 03:54:01 (last edited on 2004-07-01 03:55:05)

Overkill

Hmm... This might work. Rather than while(), use if() and hookretrace() the game loop.


//In Map/Autoexec VC...
hookretrace("gameloop");

//Elsewhere...
struct loop_type
{
int done;
}

game_type loop;
void GameLoop()
{
if(!loop.done)
{
//Do your loop stuff.
}
}


Maybe I just suck at understanding things, sorry. Hope it helps somehow.

Posted on 2004-07-01 23:58:38 (last edited on 2004-07-01 23:59:14)

RageCage

really the point of having my own game loop is so I can draw in the retrace and after the render which is why just the retrace isnt good enough =/

Posted on 2004-07-02 06:51:11

Gayo

Hmm, you can't control the player during the loop normally?

Posted on 2004-07-02 07:47:49

RageCage

it seems that the player can only be controled outside of a loop, which makes since cause you dont want the plaer to move around when your in a menu or something but I'd like to have a function that would process teh contols so that the player can still move

Posted on 2004-07-02 08:27:12


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