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silly cosmetic thing

 
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Bagne
ALL YOUR NUDIBRANCH ARE BELONG TO GASTROPODA




Joined: 19 Feb 2003
Posts: 518
Location: Halifax

PostPosted: Sat Nov 07, 2009 6:35 pm    Post subject: silly cosmetic thing Reply with quote

Say I have a catapillar party of 3 dudes:

I use "set hero position" on the leader, and place the two tailing dudes in a line behind him.

When I walk the leader (now with the caterpillar turned on) the other two heros won't smoothly follow him.

Instead, they first jump to the leader's previously set position, and then follow him.

Is there a way to teleport a caterpillar around (with set hero position) without this kind of hiccup?

Cosmetic thing, but I like to iron these out as much as possible
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msw188




Joined: 02 Jul 2003
Posts: 1041

PostPosted: Sat Nov 07, 2009 7:17 pm    Post subject: Reply with quote

If you're willing to fade the screen out when you are teleporting your heroes (I'm guessing you do) then this can be cheated by making the hero walk in such a way to arrange his followers before fading back in and restoring control to the player. It'll be kind of an unpleasant script I think if you're trying to get it to work in full generality, but not too bad. Let us know if you would like to try this and need help ironing out the details.

And I guess I ought to be clear, there is no easy way to do what you are asking for. It was most likely made the way it is now because game.exe can't assume that the place you are teleporting to has no walls in the way of placing you're heroes as desired.
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Sat Nov 07, 2009 8:04 pm    Post subject: Reply with quote

The caterpillar positions are only properly updated when walking the leader normally. You could try other things like making the leader invisible and walking it through it the desired positions beforehand.

Caterpillar parties are a glitch-tastic mess! I'm pretty sure the way they work will be changed eventually, for non-tile-based movement.
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Bagne
ALL YOUR NUDIBRANCH ARE BELONG TO GASTROPODA




Joined: 19 Feb 2003
Posts: 518
Location: Halifax

PostPosted: Sat Nov 07, 2009 8:52 pm    Post subject: Reply with quote

Yeah, I considered the walking thing because ... yeah, I'm doing a fade-out.
Maybe I'll just set the movement to 20 so the fade-out won't take too much time.
Um ... eheh ...
Also not very important: Is there a way to change the fade-out speed?
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
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Location: Matakana

PostPosted: Sat Nov 07, 2009 9:10 pm    Post subject: Reply with quote

Bagne wrote:
Yeah, I considered the walking thing because ... yeah, I'm doing a fade-out.
Maybe I'll just set the movement to 20 so the fade-out won't take too much time.
Um ... eheh ...
Also not very important: Is there a way to change the fade-out speed?


Changing the walk speed screws up the caterpillar party positions. Why? Cause it's glitch-tastic!

You can't change the speed of the builtin fade-ins. Been meaning to add some customisation.

It's possible to create your own fades with scripting, using tweakpalette or writecolor or setcolor, but they won't be smooth as the built-in because of a lower frame rate. However I'm sure they could still look nice.

If you really don't want a long fade out, it's always possible to walk an invisible hero around without the player noticing, by sticking down some fake npc/sprite heroes.
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Baconlabs
PURPLE IS MANLY




Joined: 15 Mar 2009
Posts: 335
Location: Tennessee

PostPosted: Sat Nov 07, 2009 9:12 pm    Post subject: Reply with quote

No, and from my experiences, nothing can actually happen on-screen at the same time as a fade screen out. All sprites will freeze and all movement will stop.

But remember, this is only if you're using the pre-built "Fade screen out" command. You can fade out manually, in increments using the "tweak palette" and "update palette" commands, and action can occur during the fade out.
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NeoSpade
Of course!




Joined: 23 Sep 2008
Posts: 249
Location: Wales GB

PostPosted: Sun Nov 08, 2009 2:10 am    Post subject: Reply with quote

Wait, wouldn't suspending the caterpillar, then placing them, then resuming the caterpillar do the trick? Its what I do when I have to do the same sorta thing...or am I wrong in thinking that this will solve the problem? And to be sure, could you then walk the heroes all foward 1 step, then resume, thus overriding the leaders previous position.

Or using the suspend caterpillar command, you could walk them all manually, in party order and call wait for hero (0) at the end. Will this do the trick for you? I know that manually walking the party like that take forever to plotscript, but it'll remove the jumping.
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Baconlabs
PURPLE IS MANLY




Joined: 15 Mar 2009
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PostPosted: Sun Nov 08, 2009 2:20 am    Post subject: Reply with quote

I wonder if you could just use a door for this sort of thing.
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Bagne
ALL YOUR NUDIBRANCH ARE BELONG TO GASTROPODA




Joined: 19 Feb 2003
Posts: 518
Location: Halifax

PostPosted: Sun Nov 08, 2009 12:28 pm    Post subject: Reply with quote

I made them walk.

The fade out isn't painfully long.

I tried to shorten it by setting the hero walk speed to really high ... but that seems to screw up the caterpillar.
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Baconlabs
PURPLE IS MANLY




Joined: 15 Mar 2009
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PostPosted: Sun Nov 08, 2009 4:36 pm    Post subject: Reply with quote

You did remember to set the speed to a number divisible by 20, right? I'm not sure how much higher you can go.
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Bagne
ALL YOUR NUDIBRANCH ARE BELONG TO GASTROPODA




Joined: 19 Feb 2003
Posts: 518
Location: Halifax

PostPosted: Sun Nov 08, 2009 5:04 pm    Post subject: Reply with quote

Now I see what TMC's talking about.
Walking the caterpillar at a speed other than four causes it to magically strech out.
That's too bad.

My hero-grouping system needs the caterpillar! I'm just going to stick with the walkabout speed 4 during the fadeouts. It's really not that bad.
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