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reading the map block of animating map tiles.

 
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junahu
Custom Title: 45 character limit




Joined: 13 Jan 2004
Posts: 369
Location: Hull, England

PostPosted: Tue May 11, 2004 4:13 am    Post subject: reading the map block of animating map tiles. Reply with quote

This is rather difficult for me to explain and I really don't like asking for help but...

whenever I use read map block on an animating tile, it returns the first tile in the animation rather than the tile it's currently showing. Is there any way around this? Could disabling the animation with a tag then reading the tile work?

Please don't humble me too much. Rolling Eyes
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AkariNight
Poetically Justified




Joined: 26 Apr 2004
Posts: 38
Location: Beyond linear vision

PostPosted: Tue May 11, 2004 5:06 am    Post subject: Reply with quote

OMG!!!1 All you have to do is bypass the sygnal matrix infrosructure and examine the terminal science of reality/movement and try to understand how the tile block re-emberses itself, then add protacall i.e. Tag X1 alpha!!! Rolling Eyes

See its soo easy...

I bet you thought i was going to help, didn't you? Well actually i don't even understand the question but i'm guessing its something to do with walking through the lasers?

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They say you learn something new every day... today i found out what 'learning' is!
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Minnek
Conjurer




Joined: 03 Jun 2003
Posts: 430
Location: Somewhere

PostPosted: Tue May 11, 2004 9:58 am    Post subject: Reply with quote

Akari, I tried that... you owe me a new house. No, no, no...

Anyway, why not just make the lasers a part of a write mapblock loop, where every wait(x), the laser tile updates to the next frame, whichever that might be. Then the read mapblock would work.

Orrr, you could have a loop that runs in the background that has an NPC move around where the lasers are, and then just check its direction. (Make it step on activation, and do not face player, so it doesn't change and the player can walk over it.) That'd work well too, and would also give you more control over what you could possibly want to do in the future.

Just some ideas. Oookay...
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AkariNight
Poetically Justified




Joined: 26 Apr 2004
Posts: 38
Location: Beyond linear vision

PostPosted: Tue May 11, 2004 10:07 am    Post subject: Reply with quote

Hahahahahahaha!!! Ha ha ha!

why don't we schedule to meet up on my website or some thing... i'm free virtually all the time... well nearly, i have college from:

Monday: 9:00-11:00, 1:15-3:30
Tuesday: 11:15-12:30
Wednesday: 9:00-11:00
Thursday: 1:15-3:30
Friday: All day
Saturday: Work
Sunday: All day

Give your schedules away! go-on!
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AkariNight
Poetically Justified




Joined: 26 Apr 2004
Posts: 38
Location: Beyond linear vision

PostPosted: Tue May 11, 2004 10:19 am    Post subject: Reply with quote

we could always open a thread in the game design disscussion section of CP...
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junahu
Custom Title: 45 character limit




Joined: 13 Jan 2004
Posts: 369
Location: Hull, England

PostPosted: Wed May 12, 2004 2:57 am    Post subject: Reply with quote

Minnek wrote:

Anyway, why not just make the lasers a part of a write mapblock loop, where every wait(x), the laser tile updates to the next frame, whichever that might be. Then the read mapblock would work.

Orrr, you could have a loop that runs in the background that has an NPC move around where the lasers are, and then just check its direction. (Make it step on activation, and do not face player, so it doesn't change and the player can walk over it.) That'd work well too, and would also give you more control over what you could possibly want to do in the future.

Just some ideas. Oookay...


Those are great ideas. I'll opt to utilize the first one since it deals directly with the blocks themselves. The second idea though is really just an extravagant way of using a timer (And since the timer is needed anyway to control the npcs; why not just apply a conditional to the timer?).

If I get it right I think I can turn the first solution into an autonumber script (with parameters; x,y,counter,lengthofanimation,starttile). Thanks.

Available schedule;
Mon: 12:15-2:15
Tue: 12:15-when I get hungry
Wed: 12:15-2:15
Thu: 1:15-2:15
Fri: 1:15-2:15
Sat-Sun: No time
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Minnek
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Joined: 03 Jun 2003
Posts: 430
Location: Somewhere

PostPosted: Wed May 12, 2004 3:05 am    Post subject: Reply with quote

Sounds alright then.

Also; I'm around like 80% of the day, so just drop me a line somehow through like AIM or something. If I'm not there at the moment I'll get back to you when I get back. Raspberry!
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Wed May 12, 2004 9:35 pm    Post subject: Reply with quote

Whoa, this is the most absurdly confusing thread I've ever read. I'm guessing that it was on a board from some user group, and the moderator has split the thread.
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