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Jumping block-to-block.

 
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MultiColoredWizard
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The Breastmaster



Joined: 01 Feb 2003
Posts: 1232

PostPosted: Thu May 08, 2003 5:56 pm    Post subject: Jumping block-to-block. Reply with quote

Yeah, I'm talking about jumping from block to block in .If you don't understand, then I'll briefly explain it.
It's sort of like this:
If there's a tile two spaces ahead(obviously, the character jumps to it), then the hero has to face it then push forward again to jump.

My question is, how would one go about setting this up in an OHR game without scripting every tile.
This is how I think it would work:
Basically, you set up a key is pressed, HeroDirection, NPCinRange(the NPC is on the "stone"), then a key that suspends obstruction and moves the hero two spaces in the hero's direction(which will probably be a set variable). Followed by a Resume obstruction, of course.
The problem I see with this, is that the hero would be stuck on the NPC, right? I mean, there's nothing left to trigger it.
Oh, and if that's not a good approach, then post a better idea.
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Blazes Battles Inc.
I'm a chimp, not a




Joined: 25 Jan 2003
Posts: 505

PostPosted: Thu May 08, 2003 6:15 pm    Post subject: Reply with quote

I'm not sure if I understand. If the character is moved forward two spaces like you said, he wouldn't be stuck on the npc because he would've passed it. These things aren't that hard to make, either, I use them in DC. For the 'in range' problem I just do a check to see if they're between some spot and some other spot using 'hero x' and 'hero y' commands. Seems to be what I do, though. There's an npc that was there and then it disappears. Next, the hero's walkabout is changed and the speed is set to 10 and he is moved forward to the top quickly, where the speed is put back to normal along with the walkabout. The npc is restored, and if he wants to jump back he just tries to from the opposite side. If you do it right it will even make any following heros (assuming it is a caterpillar) jump correctly with no extra plotscripting (because the npc stops them, but when you take a space they are forced to move through it at the same speed you did). The only thing buggy with that is if you keep jumping back and forth across the same tile. I don't know why anyone would, but the heros (except the main one) will get misaligned and may be standing partially on the obstacle, although they will be returned to their normal alignment when the main hero makes a normal movement.
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MultiColoredWizard
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The Breastmaster



Joined: 01 Feb 2003
Posts: 1232

PostPosted: Thu May 08, 2003 6:19 pm    Post subject: Reply with quote

Yeah, I figured that part out.
My problem is what to do with the hero's direction. HeroDirection just checks the hero's direction, it doesn't check WHAT direction the hero's facing, though. That's my problem write now.
What I have so far:

script,jumppuzzle,begin
if(keyispressed(key:up) and, herodirection(me)
end

Incomplete, I know.

EDIT: Oh, right.

herodirection(me)==up
EDIT2: Right?
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Blazes Battles Inc.
I'm a chimp, not a




Joined: 25 Jan 2003
Posts: 505

PostPosted: Thu May 08, 2003 6:29 pm    Post subject: Reply with quote

Yep! That will work. I just didn't understand what the problem was, I suppose. I actually don't even check the hero's direction, though, the jump command is always active (you will just jump up and down if there is no where to jump) and if they are standing in the right place and trigger it, I just assume where else COULD they be trying to jump? It's different if you are going to have multiple jump points next to each other, or if you just want it a tad more realistic. Either way.


Did I just say tad?
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Grandtrain




Joined: 02 Feb 2003
Posts: 85

PostPosted: Fri May 09, 2003 6:59 am    Post subject: Reply with quote

Do you want the hero to be able to jump anywhere? If not, then you only need to place an npc on the spot where the hero will jump. The NPC will activate a script which will automatically run a script to make the hero jump forward or uses a key pressed command.
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Setu_Firestorm
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Joined: 26 Mar 2003
Posts: 2566
Location: Holiday. FL

PostPosted: Fri May 09, 2003 11:33 am    Post subject: Reply with quote

You could cheat your way throught the scripting and do this:

1) Have an touch-activated NPC on the open space you're jumping over
2) Set this NPC to only be there when a "You are jumping" tag is OFF
3) Have it where when you touch activate, this script happens:

Code:
script, Jump for it, begin
suspend player
set tag (tag:You are jumping,ON)  #Make the NPC vanish
set hero speed (me,10)  #to simulate a fast movement
walk hero (me,up,2)  #Perform the jump
wait for hero (me) 
set tag (tag:You are jumping,OFF)  #So it'll reappear
set hero speed (me,4)
resume player
end


But in order to do that, you'd have to script out the conditions for your HeroDirection so you could jump back, but I personally think that would be easier.
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planethunter
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Joined: 07 Jul 2003
Posts: 258
Location: Éire

PostPosted: Wed Jul 16, 2003 8:19 pm    Post subject: Reply with quote

There's something like that in golden sun,

you could track the games programers down and pester them...
OR
Run a script that changes all the "jump" npcs direction to the hero's
direction, place another npc on each "edge" or on a single stone tile.
Now just use the placed edge npcs ( that are set to 'stepon' )
to read the hero's tile and if it's a stone then:

check that the tile has some jump npcs 'in range' and
walk the hero in the "jump" npcs direction, and do a flashy jump animation
(by setting the speed to 10 for example)

when the stone npc co-ords equal the hero's. Reset everthing.
the advantage of this is that y'don't have to check each tile of the
same picture, just the ones near water.
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Cube
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Joined: 02 Feb 2003
Posts: 294

PostPosted: Wed Jul 16, 2003 8:39 pm    Post subject: Reply with quote

PLEASE don't post in very old topics. To see how old it is you just look at the last person's post time. For example, the last post in this thread was posted on May 10th. That's over 2 months ago. MultiColoredWizard's problem was solved I believe so there's no point in posted here (If it wasn't solved he's still be asking about it, but one can only assume it's fixed when nobody replies to the question for 2 months).

*Sigh*. From the looks of it, you just want to discuss plotscripting and gameplay in general so you go out and search for threads that may have SOME sort of potential. But the Plotscripting Help Me board isn't a place for things like that. If you want to discuss gameplay or some sort of plotscript you should post it in the General OHRRPGCE board.

.....Although, since this is a plotscripting board and people could get confused with that, I'll allow plotscripting discussions to take place on the board as long as they have some sort of discussion to them. But gameplay discussions should DEFINATELY without a DOUBT be left for the General OHRRPGCE board.

Also, I suggest popping into the chat room to discuss gameplay and game design. I'm usually there and love discussing the matter there. You get a much better discussion when you pass one idea to each other at a time then throwing a pile of info at someone (I think, anyhow).
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