Ambrosia Garden Archive
    • character movements


      When your character reach a tile he can t get through, he tries moving in perpendicular directions (if he s horizontally blocked, going up for example, he ll start moving horizontally, left or right, even if you still ask him to go up)... I d like the character to simply stop moving when he reach a tile he can t get through instead of trying to go over it... is that possible, and how (if it is..)? thanks 🙂

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      (This message has been edited by KamaShin (edited 01-14-2003).)

    • Quote

      Originally posted by KamaShin:
      I d like the character to simply stop moving when he reach a tile he can t get through instead of trying to go over it... is that possible, and how (if it is..)?

      Mr. KamaShin,

      I don't believe this is possible. This happens in PoG as well, which was created with Coldstone. I think this is just how the engine deals with movement.

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    • yes the hardWired "rat in a maze" feature is indestructible...shame

      The only idea i have involves using a barrier of event tiles about 2** movement tiles away and triggering a blank animation with an engine call action of type freeze player in its first frame and unfreeze in its last frame... however this will only work when the player steps over it see scenario below.

      the player is moving about and headed for a wall...OH NO!!!, he trips the freeze tile event, he skids one more tile and comes to a dead stop. The prob is that this only prevents the initial collision(read:the engine will allow the player to walk around again) and when walking away from the wall (unless using a conditional and variable) the player will pause when passing back over.

      one other solution would be to bounce the player away from the wall, this requires the triggering tiles to be parallel to the wall, and some well thought out calculations:

      edit the walking sequence, add a call event flag at the start of every directional subanimation.
      (for example running into a wall while walking north easternly)
      first create some globals:
      gb_colliding
      gb_ newX
      gb_ newY
      and the event will say :
      conditional if gb_colliding = 1 (enabler) then do nothing else endEvent
      change global gb_ newX=PlayerX
      change global gb_ newX-1
      change global gb_ newY=PlayerY
      change global gb_ newY-1
      Player MapPosition newX,newY
      this will move you're player on a negative slope away from the wall when they enter into the event cell.
      on the other hand i see no reason why you'd have to move them from the space at all you could instead record the position and make no changes +/-, i don;'t think you need to worry about the engine firing the event contantly i don't think it fires cell eventss when you teleport, kind of a failSafe to prevent your future gamers from getting pissed at you for placing them in the line of fire.

      that aside if you choose to do the bouncing you might want to chaange the animation to one of falling down and getting dizzy or just some indication that the player just ran head first into a wall and that its a bad thing...

      if anyone tries either method out please feel free to post your reults...hint this can be used to simulate gravity and primitvie physics( action, equal opposite reaction).

      **(the engine usually lets the character sneak in one more movement tile before they are frozen)

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      EDIT: Clarity clarity clarity

      (This message has been edited by ellrx (edited 01-15-2003).)