Basically youd create a mob and tell it what the model ID was. It wouldnt need to create a model, it would just use the one already created. does that answer your question? On Mon, May 31, 2010 at 11:42 AM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: > 2nd conundrum: > > I place the model in the editor. I detect the model in the index.lua. I > have the nickname. I have the model ID. How do I give it the mob properties? > > > > > On Mon, May 31, 2010 at 11:38 AM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: > >> I started implementing this and I ran into a problem. >> >> How does the game know when there are no more Trollhuts to read in? >> >> >> On Wed, May 19, 2010 at 1:21 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: >> >>> awesome idea >>> >>> >>> On Wed, May 19, 2010 at 12:46 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote: >>> >>>> you may be wondering how we are going to re-use this for future levels >>>> when we have less or more troll huts. >>>> >>>> what i would do if you dont have a solution for that would be to name >>>> them this way... >>>> >>>> TrollHut1 >>>> TrollHut2 >>>> TrollHut3 >>>> ... >>>> etc >>>> >>>> and then, in the script for the level, basically have a while loop >>>> (pseudo code) >>>> >>>> Index = 1; >>>> NickName = "TrollHut"+Index; >>>> ModelID = Model_GetByNickName(NickName); >>>> >>>> while ModelID != -1 do >>>> >>>> --spawn a mob at ModelID's location >>>> >>>> Index = Index + 1; >>>> >>>> NickName = "TrollHut"+Index; >>>> ModelID = Model_GetByNickName(NickName); >>>> >>>> end >>>> >>>> so that way, as long as people follow the naming convention when >>>> building the maps, it will be able to "autodetect" troll huts. >>>> >>>> >>>> On Wed, May 19, 2010 at 12:41 PM, Kent Petersen <kentkmp@xxxxxxxxx>wrote: >>>> >>>>> I'll look into that. Seems like a better way of doing it. >>>>> >>>>> On Wed, May 19, 2010 at 12:39 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote: >>>>> >>>>>> Yes (: >>>>>> >>>>>> In the editor when you have the model properties window open, theres a >>>>>> place for a "NickName" >>>>>> >>>>>> you just put a string of text in there... aka "TrollHut1". >>>>>> >>>>>> Then from script you can do a Model_GetByNickName or something like >>>>>> that. I forget what the function is called exactly but it should be >>>>>> obvious... or i think the level 1 overworld's index.lua script has an >>>>>> example of that to get the terrain model. >>>>>> >>>>>> Anyhow, from there you can get the model's position (and rotation if >>>>>> you care) and you should be able to spawn a mob of type "troll hut" at >>>>>> that >>>>>> location. >>>>>> >>>>>> the troll hut mob would then not have to load any model as part of >>>>>> it's script... it would just worry about creating guys. >>>>>> >>>>>> it should all be possible (: >>>>>> >>>>>> >>>>>> On Wed, May 19, 2010 at 12:35 PM, Kent Petersen <kentkmp@xxxxxxxxx>wrote: >>>>>> >>>>>>> Do we have functionality for that now? >>>>>>> >>>>>>> Would we be able to turn the model in the editor into a mob? >>>>>>> >>>>>>> >>>>>>> On Wed, May 19, 2010 at 10:23 AM, Alan Wolfe >>>>>>> <alan.wolfe@xxxxxxxxx>wrote: >>>>>>> >>>>>>>> Another idea that might be nice (maybe for later on though...) would >>>>>>>> be to place a model of a troll hut in the world in the editor but give >>>>>>>> each >>>>>>>> a nickname of like "TrollHut1" "TrollHut2" etc and then from script >>>>>>>> you can >>>>>>>> get a model by it's nickname, then get it's position and rotation from >>>>>>>> the >>>>>>>> model (Model_GetPosition etc) and spawn your "spawning mob" at the >>>>>>>> location. >>>>>>>> >>>>>>>> That way you can place and manipulate troll huts in the editor, but >>>>>>>> they are functional in game. >>>>>>>> >>>>>>>> >>>>>>>> On Wed, May 19, 2010 at 10:06 AM, Kent Petersen >>>>>>>> <kentkmp@xxxxxxxxx>wrote: >>>>>>>> >>>>>>>>> Thanks man, I see what you mean. I like your suggestion >>>>>>>>> >>>>>>>>> >>>>>>>>> On Tue, May 18, 2010 at 10:21 PM, Apache User < >>>>>>>>> dhapache@xxxxxxxxxxxxxxxxxxx> wrote: >>>>>>>>> >>>>>>>>>> User:atrix256 >>>>>>>>>> >>>>>>>>>> Message: Hey Kent, this fixes the Model_SetOnWorld problem. >>>>>>>>>> >>>>>>>>>> (it uses that function to put the houses on the world for the town >>>>>>>>>> buildings now) >>>>>>>>>> >>>>>>>>>> One problem though, you can't use model_setonworld until the first >>>>>>>>>> Update happens (because the world isnt finished building until >>>>>>>>>> then), so you >>>>>>>>>> can't put it just out there in the file. >>>>>>>>>> >>>>>>>>>> What i would do is make a variable like "IsFirstUpdate" and i'd >>>>>>>>>> set it to 1 or true, then in the Update function if that was true, >>>>>>>>>> id set it >>>>>>>>>> to false and do the set on world stuff. >>>>>>>>>> >>>>>>>>>> Either that or manually place those on the world where they should >>>>>>>>>> be. >>>>>>>>>> >>>>>>>>>> <Files Changed> >>>>>>>>>> U ActRaiser/ARRelease.exe >>>>>>>>>> U ActRaiser/Scripts/GameOverworld/Town.lua >>>>>>>>>> U Code/ARRelease.exe >>>>>>>>>> U Code/AR_LuaFuncs.cpp >>>>>>>>>> U PirateDice/ARRelease.exe >>>>>>>>>> >>>>>>>>>> >>>>>>>>>> ============================== >>>>>>>>>> Project 1 Dev mailing list >>>>>>>>>> to unsubscribe, please send an email request to >>>>>>>>>> demofox@xxxxxxxxxxx >>>>>>>>>> Project 1 website: http://project1.demofox.org >>>>>>>>>> Project 1 SVN repository: http://pyotek.com/project1 >>>>>>>>>> >>>>>>>>> >>>>>>>>> >>>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >