[project1dev] Re: Project1 - SVN Update 753

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Mon, 31 May 2010 12:25:42 -0700

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

Other related posts: