[project1dev] Re: Project1 - SVN Update 753

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Wed, 19 May 2010 12:46:43 -0700

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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