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NPCs on top

 
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Machu
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Joined: 09 Jul 2003
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PostPosted: Mon May 10, 2004 1:59 pm    Post subject: NPCs on top Reply with quote

Yes, the thread title is a sick joke.

Seriously now, how can I place an NPC so it shows up in front of a hero? Is that possible?
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MultiColoredWizard
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Joined: 01 Feb 2003
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PostPosted: Mon May 10, 2004 3:36 pm    Post subject: Reply with quote

I believe you can increase its z.
You can also make the hero the.. last NPC listed, i believe. I forget how it goes. I believe the lower an NPC is(in its number), the more NPCs that cover it.
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Uncommon
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Joined: 10 Mar 2003
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PostPosted: Mon May 10, 2004 6:34 pm    Post subject: Reply with quote

There is no npc z command.
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TMC
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Joined: 05 Apr 2003
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PostPosted: Mon May 10, 2004 7:02 pm    Post subject: Reply with quote

Please refer to this post, from the helpme board:

Quote:
The rules...
Posted by Mad Cacti on 4/19/2004, 4:17 am, in reply to "NPC overlay question?"
218.101.80.239

I quizzed James about this once...
You can't change the overlay, but you can determine which npcs are drawn over which with this method:


Heros ALWAYS appear on top of npcs.

Npc instances have a reference number in the range -1 to -200.
Npc's with a lower reference are drawn on top of other npcs, unless they are step on. (Ie, -200 is drawn over -10)
When you place npcs in the editor, the first one you place is number -1, and each after that gets the highest available (Ie, -1, -2, -3, -4, etc).
When you create npcs with the 'create npc' plotscripting command, the created npc is given the lowest available reference (-200, -199, etc)
Therefore, npcs created with scripts will appear over placed ones, and the first you create will appear over everything else.

The reference numbers are negative because postives are npc id numbers, so commands that take both can tell them apart.

So, if you want to have a npc drawn over a hero, you need to temporarly replace the hero with an npc and use the rules above.

--Previous Message--
: While "Suspend Obtruction" is activated, how
: would I control the overlay of NPC's, and heros? The
: script calls for the npc moving over top of the hero,
: but when tested the npc is positioned underneath the
: hero, so how would I go about making the npc overlay
: the hero graphics? Thanks.
:

Everything you said was correct except the bit about step-on NPC's step-on activation has no effect on drawing order. Only reference number matters for the order that NPC's are drawn.
This is the order in which things are drawn:
NPCs reference -1 to -200
Hero's 0 to 3

No exceptions.

(also, when an NPC is being used as a vehicle, nothing changes. it is still draw the same way.)






EDIT: Uhhh... it wasn't clear that that was James' reply. The last bit is what James says. I removed the bit where I talk about stepon npcs, because it was wrong.
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Machu
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PostPosted: Tue May 11, 2004 5:39 pm    Post subject: Reply with quote

Hmm... is that so? Well, I think I've found a good work-around:

The game uses the num-pad and I wanted an interface to pop up every turn. Of course, you can't see the "stay" command, and it's obviously cluttered. So, I'm going to change it to this:

The only problem here is to make sure the abbreviations are clear (like will "C" mean "crouch" or "crawl"?)

EDIT: I got an idea just now, and just to see how it looks:

Maybe the icons would make it more stylish?
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junahu
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Joined: 13 Jan 2004
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PostPosted: Wed May 12, 2004 3:42 am    Post subject: Reply with quote

Couldn't you have just made a walkabout with the stay command written over it and alternate between that and the normal walkabout with change hero picture() ? Those icons are cool, but they're hardly self explanitory.
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MultiColoredWizard
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PostPosted: Wed May 12, 2004 1:31 pm    Post subject: Reply with quote

Use arrows, they look better.
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TMC
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PostPosted: Wed May 12, 2004 9:56 pm    Post subject: Reply with quote

Yeah, I think arrows/ meaningful pictures would do better. I can't figure out what on earth those icons are meant to mean.


Why don't you either leave stay blank, or draw a circle or cross around/behind him ?
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Setu_Firestorm
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PostPosted: Sat May 15, 2004 11:35 am    Post subject: Reply with quote

In order to place an NPC on top of another one, the only way I know how to do it is by placing them in the same spot over one another. As far as plotscripting goes, I don't think it can be pulled off.

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MultiColoredWizard
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PostPosted: Sat May 15, 2004 12:31 pm    Post subject: Reply with quote

Read the thread before you post next time. You completely missed the point.
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TMC
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PostPosted: Sat May 15, 2004 2:05 pm    Post subject: Reply with quote

Well Setu, if you read my post I said that one npc is drawn over another based on npc references. Making it work the way you want can be pulled off with manipulation of 'create npc'. (Proved you wrong : P)

But yeah, we started talking about Machu's game in here.
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Machu
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PostPosted: Sat May 15, 2004 2:41 pm    Post subject: Reply with quote

Well, it's not super important anymore, I just needed a work-around. In case you're curious, I'm adding a few more movement options (like sliding), and after some planning and calculations, it turns out I'll need 7 lines of frames for each character! And that doesn't include doing them all holding a different gun and all the possible death frames. Oh, and I'm job-searching, too. I've got plenty to do.
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Uncommon
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PostPosted: Sat May 15, 2004 3:29 pm    Post subject: Reply with quote

You could always make the guns seperate npcs, unless you can't spare any.
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