[project1dev] Re: Project1 - SVN Update 753

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Mon, 31 May 2010 12:15:00 -0700

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
>>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>
>>>>>
>>>>
>>>
>>
>

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