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msw188
Joined: 02 Jul 2003 Posts: 1041
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Posted: Fri Aug 13, 2004 10:15 am Post subject: npcs, wraparound |
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Hey, I just noticed that npcs cannot walk around a wraparound map (from one side to the other)! Is there a reason? If not, then I think that they should be made to do so. If so, is there any way you guys know of to get around it? I want a scene with many npcs walking what seems like a far distance, so I can always make the map bigger I guess, but having this may be useful later anyway. I tried suspend npc walls, and it didn't work (not surprising, since the edges of the wraparound map aren't set for walls the way the tiles can be). |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Fri Aug 13, 2004 6:46 pm Post subject: |
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Quote: | This evening... er, late last night, that is, I was preparing to embark on fixing the bug that allows you to walk into NPCs across the edges of a wraparound map, and I realized that doing so would require me to rip-out and rewrite sizable chunks of my passability-checking code, which is, in the long run, a Good Thing™, but doing so would render the code rather unstable for a while, and would make all of you wait that much longer for the bugfixes I have done recently. In the past, my habit has been to plunge ahead and postpone the update, but I am learning that this is a Bad Thing™, so without further ado, I present to you the 20031005 update, codenamed "paternoster". I am sure I don't need to remind you to see whatsnew.txt for a clue as to what is new.
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No one reads the poor news page at http://www.hamsterrepublic.com/ohrrpgce/
James still hasn't added this in the latest update, but maybe we'll see it in the next one. _________________ "It is so great it is insanely great." |
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msw188
Joined: 02 Jul 2003 Posts: 1041
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Posted: Sat Aug 14, 2004 1:00 pm Post subject: |
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Yeah, I remember reading that, but it sounded to me more like problems with heroes walking through npcs when they are across the edges of a wraparound map rather than npcs themselves walking across said edges. I suppose they are all interelated though. Thanks anyhow. |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Sat Aug 14, 2004 4:34 pm Post subject: |
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Wait, do you mean that you tried to walk an npc over the edge of the map with plotscripting and it didn't work? _________________ "It is so great it is insanely great." |
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Moogle1 Scourge of the Seas Halloween 2006 Creativity Winner


Joined: 15 Jul 2004 Posts: 3377 Location: Seattle, WA
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Posted: Sat Aug 14, 2004 4:37 pm Post subject: |
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Yes. It doesn't work yet. There are some workarounds you could do with this, if you want to take the trouble to do it. _________________
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msw188
Joined: 02 Jul 2003 Posts: 1041
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Posted: Mon Aug 16, 2004 11:08 am Post subject: |
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Just to clarify, I did not use plotscripting to walk the NPC over the edge. I had the NPC set to 'pace', and had it facing the direction to go around the edge, and it turned around when it reached the edge. |
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Moogle1 Scourge of the Seas Halloween 2006 Creativity Winner


Joined: 15 Jul 2004 Posts: 3377 Location: Seattle, WA
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Posted: Mon Aug 16, 2004 1:14 pm Post subject: |
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Right. I believe that the only way to make the NPC walk around the edge is with plotscripting. It would be really complicated, but not a hard script to make. You'd have to set the npc pixel location and would also have to pass the map's size to the script.
James! We need map max x (map) and map max y (map) commands.
(Edit) Well, no, we don't really need them... but it would save me a biglong complicated script in SG3 that's a workaround for automatic mapx/y functions. _________________
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