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bis_senchi

Joined: 08 Jun 2004 Posts: 460 Location: Reims, France
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Posted: Thu Apr 12, 2007 8:24 pm Post subject: using vehicules as wander areas |
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I'm using a vehicule called wander area to prevent my npcs from going too far away from their starting location.( I'm found this method on the wiki and fund it useful because it saves npcs.)
Here are the characteristics of the vehicule
- override walls: default
- blocked by A
- mount from A
- dismount from A
I've placed b all around the npc and told custom it was the vehicule wander area. I've also activated the bitset enable npc activation and dismount one space ahead.
My problem is the following: the b wall does not have effect. The npc pass through whereas I told custom it was a vehicule that coudn't.
Would anybody gets an idea that could explain why the vehicule is not blocked by B?
Thank in advance for help and advice. _________________ It's time to make games! |
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Uncommon His legend will never die

Joined: 10 Mar 2003 Posts: 2503
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Posted: Thu Apr 12, 2007 8:36 pm Post subject: |
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Well, if it's blocked by A, then it shouldn't have any problem walking over B. |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Fri Apr 13, 2007 2:00 am Post subject: |
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That's totally wrong. NPCs set as vehicles act as vehicles ONLY when the hero mounts them. Otherwise they act like normal NPCs and ignore the fact that they are set as a vehicle.
Which page on the wiki says that? It should be corrected. _________________ "It is so great it is insanely great." |
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TwinHamster ♫ Furious souls, burn eternally! ♫

Joined: 07 Mar 2004 Posts: 1352
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Posted: Fri Apr 13, 2007 2:36 am Post subject: |
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So the player can get piggy-back rides from random NPCs? |
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bis_senchi

Joined: 08 Jun 2004 Posts: 460 Location: Reims, France
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Posted: Fri Apr 13, 2007 4:26 am Post subject: Well... |
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Is there a way to make fake npc mounting with a free hero for example? If the vehicule npc think there is a hero ridding the walls may stop the npc.
If it is not possible, could you explain why?
I'm searching for a way that would prevent npcs from going too far away from their starting location but without using free npcs. It think it is possible using global variables and X, Y tileset detection.
Any suggestions for line codes?
Thanks in advance for the help! _________________ It's time to make games! |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Fri Apr 13, 2007 5:26 am Post subject: |
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Not, it's not really possible, and if it were, it would be a bad way to do it.
The best solutions, if you absolutely can not spare any npcs are:
-write your own wander script for the npcs
-put walls around the npcs and write your own movement script for the hero which ignores those walls
-wait for the engine to support more npcs _________________ "It is so great it is insanely great." |
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TwinHamster ♫ Furious souls, burn eternally! ♫

Joined: 07 Mar 2004 Posts: 1352
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Posted: Fri Apr 13, 2007 7:13 am Post subject: |
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I just can't believe that you can't spare a single npc to be used as a wall. I mean, is that one npc really important enough to make custom walking scripts for each npc? |
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Inferior Minion Metric Ruler

Joined: 03 Jan 2003 Posts: 741 Location: Santa Barbara, CA
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Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Fri Apr 13, 2007 12:23 pm Post subject: |
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Someday we are just going to have to break down and hard-code in a feature to do this. |
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bis_senchi

Joined: 08 Jun 2004 Posts: 460 Location: Reims, France
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Posted: Fri Apr 13, 2007 11:04 pm Post subject: Anyway I have another question |
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Ok! that's a good to know that it's not possible.
Anyway I have another problem: my hero fight against a unbeatable monster and then is saved by a group of 3 mysterious personns. Could somoene remind of the order of the swap command.
I also want to precise that's while a cutscene and that the main hero has he stay whereit is on the screen. The player musn't realize that the main hero have changed. Any idea about how to that?
As always thanks in advance for the help! _________________ It's time to make games! |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Sat Apr 14, 2007 3:53 pm Post subject: Re: Anyway I have another question |
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bis_senchi wrote: | I also want to precise that's while a cutscene and that the main hero has he stay whereit is on the screen. The player musn't realize that the main hero have changed. Any idea about how to that? |
I don't understand what you mean. Could you come again? _________________ "It is so great it is insanely great." |
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bis_senchi

Joined: 08 Jun 2004 Posts: 460 Location: Reims, France
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Posted: Sun Apr 15, 2007 8:24 pm Post subject: Ok! Some more explanations |
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The Mad Cacti wrote
Quote: | I don't understand what you mean. Could you come again? |
Sure! No problems! Here what I would like to do:
1) The hero meets a strong ennemy
2) The hero is beaten by the strong ennemy
3) Three strong and mysterious personns arrived and
the challenge the ennemy in a battle
4) The 3 mysterious won against the strong ennemy
5) The 3 mysterious personns leave and the main hero gets back
in the party.
My problem is the following. While the phase of challenge the 3 mysterious personns go in hero's team (so that the player can use them later) and the hero leaves it temporaly. But when the hero leaves, we can see it disappear on screen (it's due to the fact that the hero is swaped out)
What I would like to know is what to do so that the hero don't disappear from the screen.
Feel free to ask other questions if you still don't see what I want.
Here is a first version of the script
Code: |
script, newcommers, begin
suspend npcs
suspend players
lock hero (1)
lock hero (2)
lock hero (3)
lock hero (4)
show text box (76)
wait for text box
set tag (tag: do not die, ON)
set death script (46)
#death script changes, hero won't die
fight formation (5)
create NPC (19, 85, 77)
# 85, 77 location which is not on playscreen when cutscene starts
wait for NPC (19)
walk npc to X ( 19, 88)
walk npc to Y (19, 56)
wait for npc (19)
show text box (65)
wait for text box
create NPC (21, 85, 77)
wait for NPC (21)
walk npc to X ( 21, 88)
walk npc to Y (21, 55)
wait for npc (21)
create NPC (22, 85, 77)
walk npc to X ( 22, 88)
walk npc to Y (22, 54)
wait for npc (22)
show text box (65)
wait for text box
unlock hero (me)
swap out hero (me) #PROBLEM HERE
find hero (hero: newcomm1)
swap by name (hero: newcomm1, 0)
add hero (hero: newcomm1)
wait for hero (hero: newcomm1)
find hero (hero: newcomm2)
swap by name (hero: newcomm2, 1)
add hero (hero: newcomm2)
wait for hero (hero: newcomm1)
find hero (hero: newcomm3)
swap by name (hero: newcomm3, 2)
add hero (hero: newcomm3)
wait for hero (hero: newcomm3)
set enemy stat(10, stat:hp, 437) #ennemy is weakened
set enemy stat(10, stat:MP, 39)
set enemy stat(10, stat:Atk, 25)
set enemy stat(10, stat:Aim, 2)
set enemy stat(10, stat:Def, 3)
set enemy stat(10, stat:Dog, 6)
set enemy stat(10, stat:Mag, 7)
set enemy stat(10, stat:Wil, 4)
set enemy stat(10, stat:Spd, 3)
set enemy stat(10, stat:Ctr, 5)
set enemy stat(10, stat:MP~, 4)
fight formation (5)
resume npcs
resume players
unlock hero (1)
unlock hero (2)
unlock hero (3)
unlock hero (4)
end #end of plotscript
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_________________ It's time to make games! |
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msw188
Joined: 02 Jul 2003 Posts: 1041
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Posted: Mon Apr 16, 2007 5:23 am Post subject: |
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I was going to say have an NPC with the same visual as the hero, but there would be problems about where to put it versus where the three mysterious persons appeared when they were swapped in to the party. Better would be to have NPCs of the persons, have them appear around the hero using Create NPC, and then fade the screen to white before the battle begins. Then do all of your hero swapping while the screen is faded white, which will look like the battle starting to the player. _________________ My first completed OHR game, Tales of the New World:
http://castleparadox.com/gamelist-display.php?game=161
This website link is for my funk/rock band, Euphonic Brew:
www.euphonicbrew.com |
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Raekuul Delicious!

Joined: 31 Mar 2004 Posts: 641 Location: Nowhere
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Posted: Tue Apr 17, 2007 2:47 pm Post subject: |
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Just swap in a visual hero copy of the hero. _________________ A broken clock is still right twice a day. |
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bis_senchi

Joined: 08 Jun 2004 Posts: 460 Location: Reims, France
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Posted: Wed Apr 18, 2007 12:56 am Post subject: Well... |
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Well I won't like not to fade screen if possible. I've noticed in some script that you could tell that such hero (me) is npc (let's say 14 for example)
Has somoene heard something about this? If it is possible then it means that you can tell to the ohr through plotscripting that npcs 14 is hero (me)
Anyway thanks for help and advice! _________________ It's time to make games! |
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