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Old 05-05-2004, 06:39 PM
billybob256 billybob256 is offline
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acctually, multiple setshapes is a great idea, because i make houses out of ganis, and have to use setshape for every one, and for castles i have to use about 5.

It would really reduce lag but how would you select the NPCs in the level editor?
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Old 05-05-2004, 07:16 PM
Lance Lance is offline
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Quote:
Originally Posted by billybob256
acctually, multiple setshapes is a great idea, because i make houses out of ganis, and have to use setshape for every one, and for castles i have to use about 5.

It would really reduce lag but how would you select the NPCs in the level editor?
Put the setshape in the gani...?

Quote:
Originally Posted by jake13jake
Ex. I was working on Classic's boat NPC, some people told me that I should keep the boat's shape, but I wanted to make it so I only need one class, and I did everything but the actual tickettaker as a showimg. If I wanted to make it so nobody could swim under the boat, I would have to make a setshape.
Attachplayertoobj + dontblock...?

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Also, this would probably be the most practical use for it.. let's say you wanted to have an NPC so that the player could walk partially behind/under it... like the back of a tree, a sign, or a picnic table...
setshape2...?
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  #3  
Old 05-05-2004, 08:14 PM
jake13jake jake13jake is offline
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Quote:
Originally Posted by Lance
Put the setshape in the gani...?



Attachplayertoobj + dontblock...?



setshape2...?
Have you ever even seen the classic boat system? What if you wanted to put more than one table in a level but have all the tables in one npc? What if you wanted a level in which all the walls were scripted in setshapes?
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Old 05-06-2004, 02:05 AM
Lance Lance is offline
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Quote:
Originally Posted by jake13jake
Have you ever even seen the classic boat system?
No.

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What if you wanted to put more than one table in a level but have all the tables in one npc?
Why?

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What if you wanted a level in which all the walls were scripted in setshapes?
Why, again?
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Old 05-06-2004, 10:17 PM
jake13jake jake13jake is offline
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Quote:
Originally Posted by Lance
No.
Take a look before you judge.


Why?
More efficiency, easier to edit.


Why, again?
If you want to make something creative.
Did you see those crazy moving blocks on the race course in the graalympics? Bet this could've done a lot of good there.
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Old 05-08-2004, 06:49 AM
Dach Dach is offline
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Quote:
Originally Posted by jake13jake
Did you see those crazy moving blocks on the race course in the graalympics? Bet this could've done a lot of good there.
For what you're doing, you don't need this. For something like that, it would help but still isn't necessary. What you're suggesting has a rather limited range of uses, of which, all can already be done.
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  #7  
Old 05-08-2004, 05:30 PM
jake13jake jake13jake is offline
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Quote:
Originally Posted by Dach
For what you're doing, you don't need this. For something like that, it would help but still isn't necessary. What you're suggesting has a rather limited range of uses, of which, all can already be done.
Yes, but I rather enjoy having the essence of extra malleability. I don't think that this is too much to ask. It would just assist to be more organized if setshape was able to replace its default, (x,y)=(npcx,npcy), to (x,y)=(scriptdefinedx,scriptdefinedy).
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Old 05-06-2004, 09:43 PM
G_yoshi G_yoshi is offline
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Quote:
Originally Posted by billybob256
acctually, multiple setshapes is a great idea, because i make houses out of ganis, and have to use setshape for every one, and for castles i have to use about 5.

It would really reduce lag but how would you select the NPCs in the level editor?
~G_Yoshi's Slice of Advice (lol)~

You don't even need to use setshape for houses if you know how to do it right Take a look at GK's buildings. The gani, in the editor, shows a 'base' which is the blocking zone of the house. Next, open the gani in wordpad and take a look at the script. That's what puts up the rest of the building without blocking the player. Its very useful and very efficient. Plus, when in the level editor, you see the entire thing, not just the base. I use this on Doragon Koden for anything that a player could possibly go under: Trees, houses, even my stone walls.

Setshape is more useful for smaller objects. Its purpose is for use with an NPC server, particularly non-clientside objects (i.e. script does not contain //#CLIENTSIDE; can still be used clientside, though). Setshape2 is pretty much the same except you get more control over how each 'tile' of the image behaves.
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