|
Post by doyleman on Nov 18, 2004 17:42:40 GMT -5
i want to make a drawbridge *already did i guess* and runs off of action scripts. it runs by the internal clock i made with scripts, so when its *time* it goes up and another time, goes down. i did this, but the game program still thinx its down, just the "look" so to say is up, making it look like my party is floating. any help would be appreciated. thnx in advance ^_^
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Nov 18, 2004 20:37:14 GMT -5
This doesn't really have to do with the VFX, but rather that there's probably no flag to stop the player from walking on it when it's up.
|
|
|
Post by Doan the Nado on Nov 19, 2004 2:05:53 GMT -5
My drawbridge is made entirely with VFX, so there's not actually anything over the water. What I did was place transparent events so that it looks as though you're walking over the bridge, when you are actually walking on transparent blocks. When the bridge is up, a flag is on that activates the 2nd page of the block events, to make them nothing at all. Therefore, when the bridge is up, the blocks aren't there, and there is nothing to walk on.
For your purposes, you could use transparent blocks to block the way when the bridge is up. Whatever condition you use for your drawbridge, use the same condition for these blocks. Use no model for when it is down, but use a 100% transparent bookcase or something when it is up, and place the event so that it can block the party from walking across the bridge.
No one will be anymore the wiser, and that's all that matters.
|
|
|
Post by doyleman on Nov 19, 2004 17:01:01 GMT -5
but it runs off an action script. meaning, i could be on the drawbridge when it begins to go up, or down. and i'll be standing where it was when it was layed down. in short. if the drawbridge goes up at 7pm, and down at 7 am, and im standing on it either time (up/down) i can't find the right script commands to make me slide. the flag thing would then not work. If this made any sense at all (i suck at explaning things) then could someone tell me what commands or script checks i'd have to do to make this possible.
|
|
|
Post by vespuleth on Nov 19, 2004 17:13:20 GMT -5
i dont think they can 'slide'. you could have them lay down (at the appropriate angle), and then move to the next flat surface, but i think it will look choppy.
anyone remember how this worked in LoZ: OoT? i cant quite remember, and that may help to solve the problem.
anyways, you could always just set it to where if the party is on the bridge, it wont go up until theyre off, and they cant get on it until its down. that may be easier.
|
|
|
Post by NASH7777 on Nov 19, 2004 17:32:55 GMT -5
Have it check the partiesxy if they are on the bridge then have it move them or hold off on lifting the bridge then change the events that support walking on the bridge off so they cant go on it...What object did you use for your visual effect of the bridge out of curiousity...?
|
|
|
Post by doyleman on Nov 19, 2004 18:49:20 GMT -5
i used a building.
the LoZ: Oot worked the way i'm tryin to get it to. if your on it, it goes up and you slide down. either way, i've tried the x and y, but it still doesn't work. i may have to make a semi dungeon and you'll raise/lower the bridge by means of a switch. i guess i'll have to if nothing will work else wise.
|
|
|
Post by NASH7777 on Nov 19, 2004 18:59:15 GMT -5
Not sure why it wont work, must be your scripting but that's cool that your making that game! You could also have a guard in front of the bridge that wont let you enter or leave at certain times...
|
|
|
Post by doyleman on Nov 19, 2004 21:49:05 GMT -5
yeah, i'm doin somewhat of a remix. i think i'm gonna call it: LoZ: Sword of Magic. sounds cliche, i know, but what the heck, i don't give anymore. the guard thing i can do, but the question still remains: how do i fix the standing on it while it's raising. i think i'll have to do the wait untill your off for it to execute.
|
|
|
Post by Doan the Nado on Nov 19, 2004 22:59:51 GMT -5
Mine doesn't even do anything when you're on it, so I won't be any help there. Mine is operated by a switch inside, so there's no way to be on it while it's raising.
|
|
|
Post by NASH7777 on Nov 20, 2004 8:55:09 GMT -5
well if you have the guard you won't have to worry about the standings because the bridge will alway be down, just that the guard would stop you at certain times "It's too dangerous to leave the town at nite"/"We don't allow strangers in at this time"
|
|
|
Post by doyleman on Nov 20, 2004 9:26:38 GMT -5
ok! i get what your saying. on the side that you need to cross over to, there'll be a guard and if the time is within the allowed to pass time, when you talk to him, he'll move out of the way, other wise, he'll stay. i was sorta hopin i could keep the drawbridge up and down thing, but i think i'll go with this instead. Thnx
|
|
|
Post by NASH7777 on Nov 20, 2004 11:26:29 GMT -5
Actually you wouldn't even have to have the guard blocking the way, have him off to the side, then have an invisible event next to on the bridge that will check the flag when your over it and if you can't leave it will move the party back one and have the Guard text, you could even conrtol him and have him turn to you.
|
|
|
Post by doyleman on Nov 20, 2004 12:18:36 GMT -5
Map: \ \ \ | g | | s |Draw |land s |bridge | s/ | / / s=sight g=guard ________ your saying i should set it up like that? i can script that, pretty easily i should think. content, event happens when you touch it. + change control of the guard, event dir=towards party.= ___________________________________________ easy as pie! hmmm.(thinks: that wasn't to tough) Thanks Nash!
|
|
|
Post by Dungeon Warden on Nov 20, 2004 20:39:54 GMT -5
The main problem is that you can't effect the party from an action script, that's why you can't do the party slide thing.
What you can do, if you want to keep the current script, is check the X, Y of the party when the bridge is suppost to go up and If the party is on the bridge, wait a few seconds and check again. Keep looping and checking until the party is off the bridge and then raise it. If there is a guard that controls the drawbride (in the world, not in the game system), it would make sense that he would wait for the party to get off the bridge before raising it.
Good luck with your game.
|
|
|
Post by NASH7777 on Nov 20, 2004 21:23:04 GMT -5
Yeah, hope that works okay for you
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Nov 21, 2004 1:46:34 GMT -5
I like Dungeon Warden's idea more, you could even make a funny thing like the guard pissed if you don't get off for a whole hour or something and comes up and beats your ass.
|
|