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TwinHamster ♫ Furious souls, burn eternally! ♫

Joined: 07 Mar 2004 Posts: 1352
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Posted: Mon Sep 10, 2007 6:35 pm Post subject: Harm Tile Woes |
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Allrighty, so I want to create an animated harm-tile where the third frame of the animation is designated with the PAIN and the other two are safe. However, when I set the third tile with the hurt bitset and then animate them, the bitset is completely ignored.
To workaround this, I created npcs that would be in sync with the animation ticks and simply appear when the third frame appears.
However this script is looped and seems to freeze the game when activated (as an autorun script).
Any other options? |
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JSH357

Joined: 02 Feb 2003 Posts: 1705
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Posted: Mon Sep 10, 2007 6:53 pm Post subject: |
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You'll probably have to use writeharmtile() or whatever it's called. You can't use harm tiles through animation because the change doesn't affect the wallmap. |
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TwinHamster ♫ Furious souls, burn eternally! ♫

Joined: 07 Mar 2004 Posts: 1352
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Posted: Mon Sep 10, 2007 7:34 pm Post subject: |
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All right, so it looks like I'll be trying out the 'Plot:Write_pass_block' command in another infinite loop.
However, I'm afraid that another looping autorun script would only result in another fatal error. |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Mon Sep 10, 2007 10:45 pm Post subject: |
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If it froze you must have forgotten a wait.
Setting the harmtiles with writepassblock is the best way to go.
(BTW "get tile animation offset" is a new command to check what tile animations are doing, but it's perhaps too much trouble for this case) _________________ "It is so great it is insanely great." |
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Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Tue Sep 11, 2007 9:34 am Post subject: |
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TwinHamster wrote: | All right, so it looks like I'll be trying out the 'Plot:Write_pass_block' command in another infinite loop.
However, I'm afraid that another looping autorun script would only result in another fatal error. |
Instead of "another" infinite loop, you probably one just one infinite loop that does two different things in the same loop. A pain, I know, but it is the only way until we get script multitasking implemented.
Incidently, your first idea makes sense. It just doesn't work because only the base tile is considered for passability and harm-tile bits.
Different passability for different frames of an animated maptile is an interesting idea. Not necessarily easy to implement in a backwards compatible way... but an interesting idea nonetheless... |
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Bloodblade-the true Huh?

Joined: 26 Jul 2007 Posts: 41 Location: Why are you asking ME that?!
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Posted: Tue Sep 11, 2007 4:28 pm Post subject: |
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That WOULD be a good idea (when I was younger,I remember trying to make certain frames of tile animation harm,whilst certain didn't)
It could add much more gameplay to OHR games (traps,sliding walls,moving platforms,etc.)
well,"sliding walls" could be done by manipulating NPCs...
I should stop,this is off topic anyway! |
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