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Harm Tile Woes

 
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TwinHamster
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Joined: 07 Mar 2004
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PostPosted: Mon Sep 10, 2007 6:35 pm    Post subject: Harm Tile Woes Reply with quote

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

PostPosted: Mon Sep 10, 2007 6:53 pm    Post subject: Reply with quote

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
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PostPosted: Mon Sep 10, 2007 7:34 pm    Post subject: Reply with quote

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
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Joined: 05 Apr 2003
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PostPosted: Mon Sep 10, 2007 10:45 pm    Post subject: Reply with quote

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)
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Bob the Hamster
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Joined: 22 Feb 2003
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PostPosted: Tue Sep 11, 2007 9:34 am    Post subject: Reply with quote

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
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Joined: 26 Jul 2007
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PostPosted: Tue Sep 11, 2007 4:28 pm    Post subject: Reply with quote

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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