A
Akari
Guest
I can't find how LINE opcode works. It defines line, but what script calls after that? Can someone give me full description how LINE opcode works?
Next: What will happened if I define two or three lines in entity? Will they all call 3/4 scripts or next definition will delete previous line?I think you treat it as you would any other entity. That is, Script 3 is "On Enter", 4 "On Leave", etc. (though I'm not 100% on which does what).
WindowDialog(1,7) //“Really!? Then go on up and they'll fill you in on the details.â€Request(cloud[3],5,REQ_SYNC) // See belowObjectSolid(Off)MovementSpeed(0,0,8)ObjectMove(63,-45)Request(cloud[4],5,REQ_SYNC) // See belowTLKON(1)ObjectSolid(Off)ObjectVisible(Off)
main: ObjectSolid(Off) return
main: SLIDR(0,34) // 0x22 return
main: CharMovable(Off) MenuAccess(Off) SOUND(0,15,0,40) // Play the "mount ladder" sound SLIDR(0,1) // Reduce the bounding volume effectively to zero MOVE(0,88,FE,A7,FB) // Move to the bottom of the ladder - reduced volume means character WON'T retrigger the line SLIDR(0,22) // Put bounding volume back to normal CharMovable(On) MenuAccess(On) LADER(0,0,83,FE,10,FB,EC,F5,E6,0,0,3,80,1) // Climb ladder return
Mmm I just try to make it clear to myself, because the implementation may differs depending on this.Might I suggest...
Even though finding all the wierd instances on how a particular opcode works, a lot of the time, I'm guessing, much of the functionality was undefined. Implementating a basic function, (with a little sanity to make sure the opcode doen't smash itself), is a good idea for rapid prototyping of a function.
No; it's much like normal talking between two entities close to the player, just with the ranges extended. If two talk ranges overlap, then when you press the button to talk, the closest entity - in terms of angle between player and entity - will talk, irrespective of distance between player and the entities. Much like normal talking though, if you face south as well, like the entities, no-one will talk, since you're facing away from them, so the usual angles apply when it comes to whether they talk or not.About Talk collision. What will happened if two collision range intersect? Will both entity scripts started when we try to activate dialog?
It's a circle. But in testing with the man in Wutai I noticed odd behaviour; I increased his solid range to 0xFF. I think his new collision circle was colliding against the side of the walkmesh (since he starts quite close to the edge) and he ended up getting stuck during his walk cycle. The odd thing was that his direction was changing as he walked on the spot, and as he did so the collision circle changed. When he faced west I couldn't get past the collision circle; when he faced north I could get by the side of it and the circle shifted up somewhat so that at the top at least I couldn't get as close. So it seems to be affected by direction... oddly.About collision itself. Hmmm Collision Range... again I start thinking that there are no box collision but simple distance between objects. It's much more simple to create and much faster. And it will work. Please try increase solid range as much as you can and check is this box, or circle (distance). Please =)
They switch to "climbing mode" as soon as LADER is called so that the player can move from end-to-end with the keys. The Wiki entry should explain it.By the way, one more question: How NPC climbing on ladders? Are they start moving to the end as soon as LADER opcode calls?
Just as I thought. Then I will remove ODE and add new collision detection routine. It will be much easier if we knew this from the start.It's a circle.
No, not the pc entity, but entity like Jessie's in NMKIN3 map when she climbing down the stairs herself.They switch to "climbing mode" as soon as LADER is called so that the player can move from end-to-end with the keys. The Wiki entry should explain it.By the way, one more question: How NPC climbing on ladders? Are they start moving to the end as soon as LADER opcode calls?
One more question about LADER - is it a waiting-type opcode? I think it must stops the script execution until we reach start or end of ladder.Oh, missed the NPC part of your question :-D. Yes, an NPC entity using a LADER will automatically move to the end point of said ladder.
Correct.is it a waiting-type opcode? I think it must stops the script execution until we reach start or end of ladder