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npc that follows u
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Serg




Joined: 17 Feb 2003
Posts: 28

PostPosted: Sun Aug 31, 2003 10:18 pm    Post subject: npc that follows u Reply with quote

Question im tryin to make a script that makes an npc follow u,look at avatar, right next to u like in the game metamorphosis i tried reading the script that comes with it but its nice and complicated just how moogle1 makes them,i also tried to copy a part of it but i couldnt make the npc follow hero 1,i also attempted makin my own script,changing it 5 times, but the npc was 2 tiles ex. (|N|T|H|),(n is npc-t is tile-h is hero) behind the hero and didnt follow like i intended it to, im tryin to make the npc appear behind the hero if he gose left and right ex.(|N|H|)-(|H|N|),above if he gose down
ex.(|N|)
(|H|),
and below if he gose up ex. (|H|)
(|N|)
,but not like in metamorphosis where if u push up and right at the same time the hero gose diagnal,and out of place like in between tiles,well if any1 can help me out thankz Question
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DemocraticAnarchist
Sleep Deprived




Joined: 26 Apr 2003
Posts: 137
Location: :noitacoL

PostPosted: Wed Sep 03, 2003 12:40 am    Post subject: Lets see Reply with quote

I think this script will help, you were rambling a bit.


Code:

include, plotscr.hsd
include, pstutor.hsi

define script (autonumber,npcplace,4,0)
define script (1,npcplace2,none) #use this to call the other script


script,npcplace,herox,heroy,direction,whichnpc,begin
if direction=left
(
   set npc position (whichnpc,herox--1,heroy)
   set npc direction (whichnpc,right)
)
else if direction=right
(
set npc position (whichnpc,herox+1,heroy)
set npc direction (whichnpc,left)
)
else if direction=up
(
set npc position (whichnpc,herox,heroy+1)
set npc direction (whichnpc,down)
)
else if direction=down
set npc position (whichnpc,herox,heroy--1)
set npc direction (whichnpc,up)
)
end

script, npcplace2,direction, begin
hero is walking (me) #substitute this for the hero you want
hero direction (me)=direction
npcplace (*,*,direction,*)
end



Substitute the *'s for the values herox, heroy and whichnpc respectively.
The script npcplace2 should be called on keypress
Hope i have helped, i havent been able to test the script, so im not sure if it works, but try it out. Razz
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Serg




Joined: 17 Feb 2003
Posts: 28

PostPosted: Thu Sep 04, 2003 11:52 pm    Post subject: not working Reply with quote

Idea yo i tried the script but it says this when i compile it: Idea

Code:
 define script  (autonumber,npcplace,4,0)
expected argument default but define block ended
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Setu_Firestorm
Music Composer




Joined: 26 Mar 2003
Posts: 2566
Location: Holiday. FL

PostPosted: Fri Sep 05, 2003 12:29 am    Post subject: Reply with quote

You told it that there are 4 arguments, but you only identified one of them.
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Serg




Joined: 17 Feb 2003
Posts: 28

PostPosted: Fri Sep 05, 2003 7:51 am    Post subject: Reply with quote

Idea so if i identify all 4 arguments wat numbers should i put, the heros x number,heros y number,the heros direction,and npcs number,or wat numbers should i put:idea:
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Setu_Firestorm
Music Composer




Joined: 26 Mar 2003
Posts: 2566
Location: Holiday. FL

PostPosted: Fri Sep 05, 2003 7:20 pm    Post subject: Reply with quote

Really confused That's where I'm lost. I don't normally use arguments. I just know that fact from plotscripting tutorials. That's something either Cube or James would know.

Or Blazes, but I haven't seen him around in a while.
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Cube
Dimensional Traveller




Joined: 02 Feb 2003
Posts: 294

PostPosted: Fri Sep 05, 2003 10:05 pm    Post subject: Reply with quote

define script  (autonumber,npcplace,4,0)

should be:

define script  (autonumber,npcplace,4,0,0,0,0)

The first number in the definition is just saying how many arguments you're going to have. The other 4 are the default values of them.

Also, in the script DemocraticAnarchist posted, the if statements are completely wrong. Firstly, the conditions in the if statements are missing brackets around them. (ex: if (direction==left) ). Also, as you can see in that example, there are TWO equal signs. One will do nothing. Next, after the condition a "then" is missing. Ex:

if (direction == left) then (
commands that do stuff
)

Finally, the OHRRPGCE does not support "else if" statements. You can only have one "then" and one "else" (Or none at all) per if statement. But because the direction can only be one or the other, just take out the else word and it should work fine.
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Serg




Joined: 17 Feb 2003
Posts: 28

PostPosted: Sat Sep 06, 2003 12:52 am    Post subject: more problems Reply with quote

Idea heres wat im trying to make the npc do,the hero gose in the vehicle which is 2 npcs long (ex: |npc3||hero1| ) a tag is checked,if on and the hero is walking left then the npc follows him left , if the hero turns right then the npc changes direction and is positioned behind the hero and then starts following the hero right, if the hero turns up then the npc changes direction and then follows the hero up,if he turns down the same thing, so this is the script changed, i hacked some stuff off from the other script,it compiles and makes the npc position behind the hero but when u walk around it makes the npc looks like if its being destroyed and created behind the hero, could some 1 help me so i can make the npc walk along with the hero smoothly,thankz a lot for the help Idea

Code:
define script (autonumber,npcplace,1,3)
define script (5,npcplace2,none) #use this to call the other script

script,npcplace,whichnpc,begin
if(checktag(3)==on)then,begin
if (herodirection(me)==left)then,begin
   set npc position (whichnpc,herox+1,heroy)
   set npc direction (whichnpc,right))
 
else,begin
 if (herodirection(me)==right)then,begin
  set npc position (whichnpc,herox--1,heroy)
    set npc direction (whichnpc,left))
 
else,begin
 if (herodirection(me)==up) then,begin
  set npc position (whichnpc,herox,heroy+1)
    set npc direction (whichnpc,down))

else,begin
 if (herodirection(me)==down)then,begin
  set npc position (whichnpc,herox,heroy--1)
  set npc direction (whichnpc,up))
end
end
end
end
end

script, npcplace2,begin
hero is walking (me)  #substitute this for the hero you want
hero direction (me)   #=direction
npcplace                  #(*,*,direction,*)
end


and some how it seems to work with out the # stuff that was in the other script
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planethunter
Lost In Emotion




Joined: 07 Jul 2003
Posts: 258
Location: Éire

PostPosted: Sat Sep 06, 2003 1:31 am    Post subject: Reply with quote

Forgive my curiousity but wouldn't that movement look 'blocky' when
changing direction, i.e. round corners and the like.

*Ph's advice* stick in a mid frame, think both sprites at a 45 degree angle. (which of course takes four 20x20 pictures up) but it would make it stand out from the rest.
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planethunter
Lost In Emotion




Joined: 07 Jul 2003
Posts: 258
Location: Éire

PostPosted: Sat Sep 06, 2003 3:16 am    Post subject: Reply with quote

I think somebody put a similar request out on the ohr message board at hamster republic. Check it out!
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bis_senchi




Joined: 08 Jun 2004
Posts: 460
Location: Reims, France

PostPosted: Mon Mar 28, 2005 1:01 am    Post subject: I am the one who has posted the message Reply with quote

Hello! I am the one who has posted the message at the hamster republic message board. I am very interested by the script posted by Serg.

I tryed to use it but I don't understand well how to use it. Could somoene give me explanations and tell me to use this plostcript ?

1) What are the pre-requierement to make the script working ?
2) Shall the npc that is going to follow us run the plostcript or an invisible "step on" Npc ?
3) What is the check tag command for ? To make active or unactive the script that make the npc able to follow the hero (so that the hero is not always with a npc all the time) ?
4) So that I can do as less mistakes as possible could someone post a detailed guidelines with detailed step so that I can also use this script.


Thank you very much in advance for the help!
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Moogle1
Scourge of the Seas
Halloween 2006 Creativity Winner
Halloween 2006 Creativity Winner



Joined: 15 Jul 2004
Posts: 3377
Location: Seattle, WA

PostPosted: Mon Mar 28, 2005 8:44 am    Post subject: Reply with quote

These scripts are messed up. If you're looking for a script to make NPCs follow you, you could use the default "follows you" movement type.

If that's not what you're looking for, I believe OHRRPGCE Tactics has a follow-script somewhere in the enemy movement AI. (It's on the gamelist and the scriptfile is included.)
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bis_senchi




Joined: 08 Jun 2004
Posts: 460
Location: Reims, France

PostPosted: Sat Apr 02, 2005 11:18 am    Post subject: I managed to solve the problem by myself Reply with quote

It's ok I managed to make a plotscript that makes follows the hero from a plotscript that had been posted here. I am going to post it on the FAQ website of the hamster republic: I am sure that many people are going to be interested by this!
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chris98




Joined: 23 Feb 2005
Posts: 114
Location: On Jupiter, My rubber Boobie, s45 h79

PostPosted: Sat Apr 02, 2005 12:10 pm    Post subject: Reply with quote

This could be handy for a fan game of star ocean 3, playing as

(SPOILERS)

Flad, where the npc following you is Maria Traydor, keeping Flad in existence with the alteration gene. This would be required as Flad would not be a logged on player, He would still be a 4D being in a 3D world, he would use the terminal in Gemity to transport in and out of the Eternal Sphere.
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bis_senchi




Joined: 08 Jun 2004
Posts: 460
Location: Reims, France

PostPosted: Thu Apr 14, 2005 6:27 am    Post subject: For those who are interested feel free to use the script Reply with quote

For the one who are interested to make their heroe followed an Npc by a hero, I post a script on the Faq wiki website of the hamster republic at

http://gilgamesh.dnsalias.org:8080/wiki/ohrrpgce/index.php/How_do_I_make_one%2C_two%2C_or_three_NPCs_follow_the_hero%3F

It's called How do I make one, two, or three heroes following you.
It's a efficient on key is pressed script that don't make the game low and that make believe the npc is an hero.

Thanks for positing the informations on that forum. Without them I couldn't have make my plotscript.
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