Checking terrain outdoors
Author | Topic: Checking terrain outdoors |
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Apprentice
Member # 5044
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written Sunday, October 10 2004 10:57
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I would like to be able to find out the terrain/floor under a party when they are outside. The solution I thought was a combination of: char_loc_x char_loc_y get_floor But, char_loc_x and char_loc_y don't work outside. -Is there a workaround to find out the floor/terrain under the party? -Is there another way of obtaining a party's coordinates outside? -Would it be possible to change char_loc_x and char_loc_x for the next release so they do work outside? Cheers Posts: 30 | Registered: Sunday, October 3 2004 07:00 |
Shaper
Member # 3442
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written Monday, October 11 2004 02:39
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Depending on what you're doing, might it be better to have an "outdoors town?" like in The Cave of No Return? Otherwise, I have no idea. The outdoor calls have no mention of this kinda thing, so I think you're stuck. --Random Fact Number 12 - "Blur are much better than Oasis. So there Luke Elliot Smith." -------------------- And when you want to Live How do you start? Where do you go? Who do you need to know? Posts: 2864 | Registered: Monday, September 8 2003 07:00 |
BANNED
Member # 4
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written Monday, October 11 2004 12:23
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This is incredibly inefficient, but... Have that one space set a SDF to 1, and all spaces bordering that space set it to 0. For rectangles, just have the whole area set the flag to 1 and have its borders set it back to 0. [ Monday, October 11, 2004 12:24: Message edited by: Kurojutsu the Vampire ] -------------------- * Posts: 6936 | Registered: Tuesday, September 18 2001 07:00 |
Apprentice
Member # 5044
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written Tuesday, October 12 2004 08:37
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Thanks for your reply, but I don't understand how this will help. In the script I am writing, which is called by using an item, the terrain/floor the party is on affects the outcome, wherever they are outside. Posts: 30 | Registered: Sunday, October 3 2004 07:00 |
BANNED
Member # 4
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written Tuesday, October 12 2004 12:47
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I know. What I'm saying is that if the floor you're looking for doesn't occur often enough, you can check if the party is on it by setting a flag to 1 and having all of the other floor types set the flag back to 2 by placing nodes all over. -------------------- * Posts: 6936 | Registered: Tuesday, September 18 2001 07:00 |
Apprentice
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written Wednesday, October 13 2004 07:05
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Thankyou, I understand now. Unfortunately this method is too ugly for what I am trying to create. Posts: 30 | Registered: Sunday, October 3 2004 07:00 |
...b10010b...
Member # 869
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written Wednesday, October 13 2004 15:54
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If you explained exactly what you're trying to do, we could try to work out alternate solutions. -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
Infiltrator
Member # 148
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written Wednesday, October 13 2004 16:02
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Isn't there a way to check coordinates outside? char_loc_x/y doesn't work because there are no individual characters on screen. Just a party. Could a group check or another function exist? I recall some method of checking the parties location. Edit: Nope. [ Wednesday, October 13, 2004 18:01: Message edited by: Dahak ] -------------------- My ego is bigger than yours. Posts: 480 | Registered: Thursday, October 11 2001 07:00 |
Apprentice
Member # 5044
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written Thursday, October 14 2004 08:09
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quote:What don't you understand from my previous post? On a different note, I asked Jeff whether changing char_loc_x and char_loc_y so they work outside was in the realms of possibility. He replied: It's possible, I'll look at it. It would definitely have to be in a new scenario format, though. - Jeff Vogel Spiderweb Software, Inc. http://www.spiderwebsoftware.com Posts: 30 | Registered: Sunday, October 3 2004 07:00 |
...b10010b...
Member # 869
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written Thursday, October 14 2004 12:39
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quote:Why the method is "too ugly for what you're trying to create". You can have a different SDF value for every floor type if you need it. If you need even more specific control than that (what part of what floor), then it might be better to talk about what "feel" you want your spell to have (e.g. what sort of effects you want it to have ingame) rather than exactly how you envision it working from a technical perspective. -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
Apprentice
Member # 5044
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written Thursday, October 14 2004 12:58
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Would this not require using the custom objects script to change every existing floor (all 130), so that a state is called, setting a SDF when the party walks over it? This would be impossible without tampering with the core data file as there are only 124 free floor slots. There are even less free terrain slots relative to the number of existing terrains. The other problem is that as every terrain would be calling a script to change the SDF, it wouldn't fulfil its normal parameters, like lava being hot. But I may be misunderstanding the use of SDFs, if so, sorry... Posts: 30 | Registered: Sunday, October 3 2004 07:00 |
...b10010b...
Member # 869
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written Thursday, October 14 2004 22:40
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You won't be using every floor type outdoors, will you? And you can always tag something onto the script for things like lava and swamps to damage/poison the party as well. You can even have Pathfinder reduce the chance of harm occurring, just like BoA does. [ Thursday, October 14, 2004 22:41: Message edited by: Thuryl ] -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |