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Tiles??
i think this might have alot to do with math. im not that good in math. lets say i want the tilenumber thats supposed to be in tiles[x,y]=tilenumber; to be the pics1.png pxel starting at pixel-x 1120 and pixel-y 416.
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Re: Tiles??
You can place the tile in the level, select it, then click "Export Tiles Array" to see the hex value of the tile. It can be used directly in scripts in comparison with a tiles[x,y] value.
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I think it would be good if
Stefan made a onwall command and offwall Like onwall=0-345,0-346; and such and offwall=0-342,0-343; If you get me,Would be easier and understandable i beleve. |
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NPC Code: Then to expand it even more you could set sections that set a flag to true for custom ingame settings, such as: NPC Code: Of course there would be many more tile indeces under each section, but you get the idea. This is for those that say just script a new movement system: Lets face it, scripting a movement system is really really hard. Although scripting a movement system is the best approach, with all the new servers and seemingly lack of talent this seems to be the easiest approach for customizing the movement system. |
I agree, it'd be alot easyier :)
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Re: Re: Tiles??
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You know pics1.png? if you have the pixel-x 0 and pixel-y 16 there, you start on the flower. pixel-x 640 and pixel-y 432 is the snow flower! Is there a way to get from those, to tiles[x,y]= number? I have attached an image so you can see it better.. |
You mean like these?
http://forums.graal2001.com/forums/s...threadid=50030 http://forums.graal2001.com/forums/s...threadid=50006 Otherwise the hex values is the tiles[x,y] values. |
Re: Re: Re: Tiles??
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but anyway, what are you guys suggesting exactly? I'm not sure I get it.. |
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Ok, say a file named tiles.ini is stored on a server. Graal downloads it and parses all the information in it (look at my previous post). Then decides what tiles are onwall/water/etc. |
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Each tile is 16 pixels, 16 x the number across (the number of tiles). Then do the same for the length; thats how I get the x and y (for addtiledef2). if(tiles[playerx,playery] == value here){ Don't carry on like this : if(tiles[playerx,playery] == value here || another || another ||etc) { Add it into an array it's alot more better to read and all. Well anyways I'll give you an example so that if they are on a specific tile something will happen. If some one hasn't posted by the time I get on my other computer I'll edit my post. Other than that I'll make a new post. |
tiles[foo, bar] = pixel_x / 16 + pixel_y;
If I remember correctly. |
foo?
bar? |
I think I know what you mean...check my script in the "Npc Showoff" thread!
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