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Ladder Logic


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13 réponses à ce sujet

#1
PJ156

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I am trying to come up with a way to script the ladder in the picture.

Posted Image

I am not sure how to detect if the character is at the top or the bottom. This is easy if the areas are separate but in the same area ?

At the moment I am thinking to split the ladder in two. If you click on the bottom while at the bottom then it takes you to the top and visa versa.

Does anyone have any thoughts on this, am I missing something simple?

PJ

Edit - Perhaps this should be on the scripting forum but it's here now. Posted Image

Modifié par PJ156, 17 septembre 2010 - 11:12 .


#2
Guest_Chaos Wielder_*

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When the player 'jumps' up the ladder via a script, you could set a local int on them "UPLADDER", or something like that, and then just check to see if that variable is set in the conversation.

#3
M. Rieder

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Put a trigger at the bottom and a trigger at the top. Use the function GetIsInSubArea(). This will check to see which trigger area the PC is in when he/she uses the ladder. You can then use conditionals to jumpt the PC to the right location.

If that doesn't work, then you could also check out the scripting on the ladders used in MOTB at the approach to the Thayan Academy.  I seem to recall them doing something similar to what you are describing.

Modifié par M. Rieder, 18 septembre 2010 - 03:29 .


#4
PJ156

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Thanks for the thoughts. I will try both but I suspect CW's idea is goingto be the easiest to impliment. I can give the PC local int up in map entry then resst it when thy click the ladder.

Thanks,

PJ

#5
dunniteowl

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My first thought was triggers at top and bottom and let that be the end of it. Each area will have to be in two different places on the walkmesh. Sounds simple. Each trigger is a one way deal. As I don't really know how to script, that sounds simpler to me than placing a conditional on a character via script and then having the script determine whether the player has to use that ladder to go up or down. Then again, I don't know how to script, so I'm just as likely wrong.

How 'bout this, though...

What if you have more than one ladder and more than one level to go up or down and more than one place to climb up or down on the same level? The ladder conditional might not be such a great thing then, right? Triggers at the top and bottom of the ladder are still going to have to be there anyway, no matter what to activate the "Climb Ladder" script, right? Think of them like door transitions. Each one jumps you to a waypoint on the "other side" of the door and you don't need special conditionals for that. Why should a ladder be any different in this particular regard?

I'm just glad you titled this Ladder Logic. Logic, I can use to great advantage some times. Scripting? Not so much.

dunniteowl

#6
Kaldor Silverwand

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There are two functioning ladder scripts in the scripting forum here: http://social.biowar...-4601030-1.html. I prefer mine, which is simple and works with any numbers of ladders. I've looked at the MotB ladder scripts and I dont recommend them. They are more complicated.



Regards


#7
Orion7486

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How was that area created P? I like the look of it.

#8
PJ156

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Thanks for the script Kaldor, I guess I need to check into the scripting forums more.

The area is made up of mulsantir walls for the foundations and sunken ruins for the ruin itself using the tint set of the mulastir wall. I did two holes for basements as deep as the first floor of the sunken ruin then encased the lower wall section in the mulsantir wall to give me the basement feel. the two basements are conected by doors with alley entrances for frames. The wooden structure is one of the frames in the mulsantir wall set.

Posted Image

I'm pretty happy with it. The area is incomplete but the other bits are rubble and other such placeables. The floor between the two basements are art pedestals with height 0.3 height locked to just above ground level and the made environmental. These give a good stone floor and you can rotate a few to give it less of  a regular feel.

I have found that planks made from rescaled shop counters placed onto the mulsantir  frame give the area a nice feel even though in realtiy the wood would be long since gone.

Posted Image

Thanks for your interest Orion. If you want the area when it's complete DM me and you can have it to break up or do as you will with it.

Cheers,

PJ

Modifié par PJ156, 18 septembre 2010 - 06:54 .


#9
dunniteowl

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OK, wait a second. I thought about this a lot of different times, but never actually tried it. Are you saying you placed Interior Tile Sets in an Exterior Terrain setting? Cause that's what I think I'm seeing in your pictures. It's a great idea and one more of those things you can do for ruins and creating nice looking interiors inside of, say, Nytir's BCK areas.

Is that what you did? Interior Tiles in an Exterior Setting?

dno

#10
PJ156

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Unfortunately not DNO, this is done with textures and placeables from The OC and expansions. The sunken ruins reference is to the placeables in the building props - sunken city. Sorry if I got your hopes up.

I don't even have NCK since I learned about it only recently and have read the 2da locations interfere with SoZ alocations and I don't want to mess up what I have already.

I find you can do good things with the basic toolset, I just have to be a little more inventive sometimes.

PJ

Modifié par PJ156, 18 septembre 2010 - 07:44 .


#11
Banshe

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@ PJ156.

Check out Brian's/Pain's submission on the vault for BCK. He fixed the 2da issue for Nytir.

Also, this would be a great prefab if you are willing to put it up on the vault. I would use it. :)

Modifié par Banshe, 18 septembre 2010 - 07:55 .


#12
PJ156

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I will put it up when it's complete.



Cheers,



PJ

#13
Happycrow

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PM sent. This looks great. I've gone bi-level myself (though using the cave tileset, so no walls)... but never figured out how to make anything resembling the illusion of an exterior area interiorly. Would LOVE to see this sucker when it's even close to presentable.

#14
M. Rieder

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I just discovered a new way to use the invisible walkmesh helpers which may be relevant to your problem on scripting a ladder. I found out if you take a walkmesh helper and make it useable, you can use that to make an area on the ground in your module useable. Make sure you check walkable so you don't mess up your walkmesh.



So instead of a bulky script, you now have the option of putting a walkmesh helper at the top and one at the bottom and making a very simple script for each.