Er i think that solves the problem, but if not let me know... i think it should be 100% doable but sometimes you go to do stuff and i realize "oh crap there is a missing part" hehe On Mon, May 31, 2010 at 12:15 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > 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 >>>>>>>>>>> >>>>>>>>>> >>>>>>>>>> >>>>>>>>> >>>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >