Posted By
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Message
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vetmora120
Registered 07/01/2010
Points 273
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14th August, 2010 at 14:04:00 -
Ok, say I want a number of doors with invisible objects over each of them that are slightly bigger. When the player is overlapping one of the invisible objects I want the door to open thats underneath the particular object.
How exactly would I achieve this? Or is there a better way to do it without using the invisible objects? If I'm not being specific enough please let me know.
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Sketchy Cornwall UK
Registered 06/11/2004
Points 1971
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14th August, 2010 at 14:44:09 -
- Using detectors -
For this to work, you must be careful to have the same number of detectors as doors, and they must be correctly matched - ie. Oldest door with oldest detector... newest door with newest detector.
+ Always
-> Detector: Set Detect to 0
+ Player is overlapping detector
-> Detector: Set Detect to 1
+ Always
-> Door: Set Detect to Detect("Detector")
+ Detect of Door = 1
-> Open door...
+ Detect of Door = 0
-> Close door...
- Using range comparison -
+ Always
-> Door: Set Range to Sqr(((X("Player") - X("Door")) pow 2) + ((Y("Player") - Y("Door")) pow 2))
+ Range of Door <= OpenDist("Door")
-> Open door...
+ Range of Door > OpenDist("Door")
-> Close door...
The second method is simpler, but it's not as flexible.
eg. You couldn't easily make a door that only opens from one side.
Edited by Sketchy
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vetmora120
Registered 07/01/2010
Points 273
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14th August, 2010 at 15:05:38 -
Thanks heaps sketchy. I'm using the second method because I don't have to mess around with making sure I've got the exact amount of doors and detectors and such. Also it lowers the amount of objects.
I should just put you in the credits if I ever end up finishing this one
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HorrendousGames Sourpuss
Registered 31/10/2009
Points 481
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15th August, 2010 at 02:00:10 -
Originally Posted by Sketchy
The second method is simpler, but it's not as flexible.
eg. You couldn't easily make a door that only opens from one side.
Yes you can. All you need to put in the conditions is X pos of player is < or > pos of Door.
This simple code saves me from a heap of trouble, especially in dealing with direction based attacks.
EDIT: unless of course it's a top down game, then you'll have to take into consideration the origin of the door.
Edited by HorrendousGames
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