oops... Model_GetModelByNickName returns 0 when it cant find a model, not -1 (my bad!) i tried changing your loop to while ~= 0 and it didnt infinite loop anymore (: ill update the docs to say that where in the code is the second thing happening at? On Mon, May 31, 2010 at 3:02 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: > Ok, yeah. I see. > > I think I am doing that but it's still not working. I currently commented > out the loop portion for searching for troll huts. Maybe I did it wrong but > if the loop is not commented out it gets stuck in an infinite loop searching > for huts. > > Second. I thought I made the model read from the map spawn a mob. Didn't > seem to work either. Not sure if I'm doing something wrong or what. > > I'm going out for a bit. Talk later > > > On Mon, May 31, 2010 at 12:25 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > >> 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 >>>>>>>>>>>>> >>>>>>>>>>>> >>>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>> >>>>>>>>> >>>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >