Castle Paradox Forum Index Castle Paradox

 
 FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 
 Gamelist   Review List   Song List   All Journals   Site Stats   Search Gamelist   IRC Chat Room

npcs, wraparound

 
Post new topic   Reply to topic    Castle Paradox Forum Index -> HELP!
View previous topic :: View next topic  
Author Message
msw188




Joined: 02 Jul 2003
Posts: 1041

PostPosted: Fri Aug 13, 2004 10:15 am    Post subject: npcs, wraparound Reply with quote

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).
Back to top
View user's profile Send private message Visit poster's website
TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Fri Aug 13, 2004 6:46 pm    Post subject: Reply with quote

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.


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."
Back to top
View user's profile Send private message Send e-mail
msw188




Joined: 02 Jul 2003
Posts: 1041

PostPosted: Sat Aug 14, 2004 1:00 pm    Post subject: Reply with quote

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.
Back to top
View user's profile Send private message Visit poster's website
TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Sat Aug 14, 2004 4:34 pm    Post subject: Reply with quote

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."
Back to top
View user's profile Send private message Send e-mail
Moogle1
Scourge of the Seas
Halloween 2006 Creativity Winner
Halloween 2006 Creativity Winner



Joined: 15 Jul 2004
Posts: 3377
Location: Seattle, WA

PostPosted: Sat Aug 14, 2004 4:37 pm    Post subject: Reply with quote

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.
_________________
Back to top
View user's profile Send private message Visit poster's website AIM Address
msw188




Joined: 02 Jul 2003
Posts: 1041

PostPosted: Mon Aug 16, 2004 11:08 am    Post subject: Reply with quote

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.
Back to top
View user's profile Send private message Visit poster's website
Moogle1
Scourge of the Seas
Halloween 2006 Creativity Winner
Halloween 2006 Creativity Winner



Joined: 15 Jul 2004
Posts: 3377
Location: Seattle, WA

PostPosted: Mon Aug 16, 2004 1:14 pm    Post subject: Reply with quote

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.
_________________
Back to top
View user's profile Send private message Visit poster's website AIM Address
Display posts from previous:   
Post new topic   Reply to topic    Castle Paradox Forum Index -> HELP! All times are GMT - 8 Hours
Page 1 of 1

 
Jump to:  
You can post new topics in this forum
You can reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group