Question about EntityStalk()
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Rysen

Just wondering, how does EntityStalk work? What I mean is, what does it look for to determine how far apart the stalker is from the stalkee?

The reason I'm asking is because I've been messing around with my old RPG project, but I'm doing it in a higher resolution (640x480) this time. Using overkill's awesome console, I'm confident that my hotspots are right on but when I use EntityStalk() the stalkers walk way too close to the stalkees.

Should I be doing something other than a straight call to EntityStalk to remedy this, or is it something in my CHR file that deterimines it?

Thanks in advance!

Posted on 2004-12-01 16:54:19

zonker6666

rysen i was wondering the same thing lately :) 1 way i found to pad the party is to have an invisible chr that is meant to walk in between party members ... i realize its an ugly way to do it but aside from that the only other option would be to have larger hotspot areas.

question? why is it bad that they walk so close to each other ? are they overlapping where they shouldnt?

Posted on 2004-12-01 22:52:32

Kildorf

Actually... (and I may be wrong, or it may have changed) but from what I recall entityStalk() is coded to have the entity stalk at one tile behind the stalkee... meaning if you use larger characters, then you're kind of out of luck.

Though I hadn't thought of the transparent character idea.

Posted on 2004-12-01 23:38:49

Rysen

Yeah, I didn't think it had something to do with hotspots as they were all overlapping each other when I viewed it in the console. Thanks for the info Kildorf!

And thanks for the idea zonker! That method sounds like it'll work just fine. :)

Edit: Oh and to answer your question, yeah the sprites were overlapping each other.

Posted on 2004-12-02 07:46:16 (last edited on 2004-12-02 08:29:40)

zonker6666

THe reason i was asking is cause its also the problem i was having ... the sprites are 32x32 with a hotspot at 16,16 width and height of 16.

Anyway depending on the direction the party is walking some characters in the lower ranks overlap the characters ahead. I was thinking that another possible solution to that kind of problem would be to sort the chrs by their positions on the map - drawing those with a lower x and y coordinate first.

That make sense?

Posted on 2004-12-02 20:57:46


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