Some questions...
Displaying 1-15 of 15 total.
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Wooly
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Hi everybody!
I have been working on my game for a long time now and I have met some little issues (They are not big problems since most have a workaround for now). So, here are some questions:
1> Is it my game or sometimes, when you`re standing on a zone, it will not trigger the function that is assigned to it. Example, You walk on a warp zone and you don`t warp. You have to move backward and do it again.
2> I use a function to check where a character is standing and trigger a function when it is on a spot. Sometime, this character will be on the spot but the engine don`t see it. (I have made something to fix it).
3> Will the XY parameter of MoveEntity will always be tile based. Because there is no way a character will stand exactly where the player is this way. (I know there is plenty of workaround)
4> What about the chase function that was in V1... (Don`t remember in V2). Will it be in V3 cause I will need it. (Actually, I have made a function that do this but it`s not very good so far... Will have to make it more intelligeant...)
5> Will the hotspot be fixed in the next version... Because when I make a hotspot for my CHR, they go up.
6> Is there a tracker for OXM since my game is growing in size everyday (nearly 18 megs). I need to compress some files more before the release.
That`s all for now! :) I hope I will get some answers ;)
Wooly
Posted on 2004-10-31 05:19:34 (last edited on 2004-10-31 05:21:24)
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Wolf
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Quote: Originally posted by Wooly
1> Is it my game or sometimes, when you`re standing on a zone, it will not trigger the function that is assigned to it. Example, You walk on a warp zone and you don`t warp. You have to move backward and do it again.
Yesh, I noticed this problem too and addressed it here
2> I use a function to check where a character is standing and trigger a function when it is on a spot. Sometime, this character will be on the spot but the engine don`t see it. (I have made something to fix it).
If the function is called by triggering a zone, then it's the same problem as above.
4> What about the chase function that was in V1... (Don`t remember in V2). Will it be in V3 cause I will need it. (Actually, I have made a function that do this but it`s not very good so far... Will have to make it more intelligeant...)
There's a EntityStalk function. Don't know if that's what you're looking for.
Posted on 2004-10-31 10:12:05
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Sungam
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4> What about the chase function that was in V1... (Don`t remember in V2). Will it be in V3 cause I will need it. (Actually, I have made a function that do this but it`s not very good so far... Will have to make it more intelligeant...)
Bit of discussion on that topic here:
http://www.verge-rpg.com/boards/display_thread.php?id=22185
EDIT: Fixed link.
Posted on 2004-10-31 13:07:56 (last edited on 2004-10-31 13:08:46)
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BlueStar
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Wooly, V3 has a small bug that zone activation doesn't occur if even if make it 255. It's just not 100%. The best way to avoid this is to double-pad each zone.
As for the entitychase from V1, I too would like a similar function. I know others want it too, but right now there is no built-in function in V3, aside from entitystalk, but thats not the same. I feel your pain. Any function that would be made the same as the V1 one would take up a LOT of memory, and make the game run really slow, I'm sure.
Posted on 2004-10-31 23:28:42
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basil
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It's been a long long time since I used v1, so I don't really remember the entitychase function. If you give me as thorough a list as you can of what you'd want such a function to do I'll try to make something. I'm still tied up for the next two weeks, but after that I'll give it a go. I'm still not that hot a coder so no guarantees, but I can try.
Posted on 2004-11-01 00:07:25
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basil
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Actually I just realised you've already provided such a specification in another post, so scrap that.
Posted on 2004-11-01 00:09:09
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Wooly
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Actually, the function I made use the hookrender() function to determine if the player is near a certain entity. If the player is near, I call a entitymove with
XY parameter that leads this entity to the player. Actually, it`s working not too bad but it don`t take in consideration the obtructions of the map. But it follows the character, so it`s not too bad. But, eventually, I will have to use a different way to do it cause the entity act a little strange... I guess that for the first demo, it will be okay.
Thanks for the answers. I`m happy that the most of these problems are not related to my script :)
Posted on 2004-11-01 05:01:59
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Overkill
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If you want your movescript chaser thing to take into account obstructions, use Ragecage's A* Pathfinder Algorithm.
Posted on 2004-11-02 03:25:43
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RageCage
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also, if you do choose to use my A* library, I'd be happy to answer and questions you have about it
Posted on 2004-11-04 02:55:36
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Zip
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Would you be happy to finish the doccu for it? :D
Zip
Posted on 2004-11-04 15:11:46
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RageCage
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I'd rather just answer questions and maybe make a FAQ. There's not much to document and it's rather easy to use.
Posted on 2004-11-04 18:23:53
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Wooly
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is it possible to make so an entity follow the player rather than the cursor position?
Posted on 2004-11-04 22:40:48
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Overkill
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Yes, just put the X,Y arguments as the entity.X,entity.Y of the player. I think that might need to be /16, but not sure, as it's been a while.
Posted on 2004-11-05 01:57:01
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rpgking
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entity.x & y would definitely need to be divided by 16, or bitshifted right by 4 to get the tile locations.
Posted on 2004-11-05 02:25:23 (last edited on 2004-11-05 02:25:54)
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Gayo
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Bitshifting seems to make little difference in VC speed even on a constantly-used chunk of code, so I recommend using division just for clarity.
Posted on 2004-11-10 17:40:16
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