[project1dev] Re: Project1 - SVN Update 753

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Wed, 19 May 2010 13:21:53 -0700

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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