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-   -   Beginner Scripting is GS2 (https://forums.graalonline.com/forums/showthread.php?t=84243)

maximus_asinus 02-17-2009 12:00 AM

Quote:

Originally Posted by Tyhm (Post 1467079)
if you put a timeout in if(created):
Serverside: it's a lot like playerenters, because created's called once Ever for the Entire Server - which is often also when a player enters - but it could hypothetically start a script for an empty room. I guess it's useful if that's what you're going for - this event's going to happen whether anyone's here to see it or not - but generally it's good practice to, if a timeout happens when playerscount<1, do nothing until playerenters.
Clientside: dangerous, as it starts the loop only once per session; if you leave the room, the timeout stalls, and when you return it doesn't re-start.

Thanks for the clarification. So if I made the script serverside I could achieve my goal in initializing the loop, but since it would put pointless strain on the NPC Server, it would make more sense making it clientside and with playerenters?

I'm going back to my older levels and converting to GS2, and I'm wondering if I change certain tiles and use updateboard to make the changes visible, would the changes be made locally or for everyone in the level, or does it depend on the context I use those commands?

cbk1994 02-17-2009 12:04 AM

Quote:

Originally Posted by maximus_asinus (Post 1467085)
Thanks for the clarification. So if I made the script serverside I could achieve my goal in initializing the loop, but since it would put pointless strain on the NPC Server, it would make more sense making it clientside and with playerenters?

I'm going back to my older levels and converting to GS2, and I'm wondering if I change certain tiles and use updateboard to make the changes visible, would the changes be made locally or for everyone in the level, or does it depend on the context I use those commands?

Serverside, there is a server option (savelevels=true) which when you use updateboard/updateboard2, the changes are actually saved.

maximus_asinus 02-17-2009 12:13 AM

Quote:

Originally Posted by cbk1994 (Post 1467089)
Serverside, there is a server option (savelevels=true) which when you use updateboard/updateboard2, the changes are actually saved.

Okay in my example I have a path that is normally blocked unless Player A shoots an NPC with an arrow. It would be nice for Player A and B to see the changes if they're in the level when the NPC is shot, but if Player C enters he would not see this newly made path. Is such a result possible?

cbk1994 02-17-2009 12:31 AM

Quote:

Originally Posted by maximus_asinus (Post 1467094)
Okay in my example I have a path that is normally blocked unless Player A shoots an NPC with an arrow. It would be nice for Player A and B to see the changes if they're in the level when the NPC is shot, but if Player C enters he would not see this newly made path. Is such a result possible?

It would probably be better to use images for what you want, or even invisible NPCs, that, when shot, stop blocking for x time.

PHP Code:

function onActionProjectile() {
  
dontblock();
  
scheduleevent(3"Block""");
}
function 
onBlock() {
  
blockagain();
}
//#CLIENTSIDE
function onCreated() {
  
setshape(1WIDTH_IN_PIXELSHEIGHT_IN_PIXELS);


Should be able to get the basic gist out of the above code.

Tyhm 02-17-2009 12:47 AM

Yes; to accomplish what you want, you'd just have to set it up so that when the target's hit, for all players in the room, tell their clientsides that the path is clear.

Unfortunately I suck at triggeractions, so I'll leave it to someone else to show you what that script would look like. :-P

maximus_asinus 02-17-2009 03:40 AM

Quote:

Originally Posted by cbk1994 (Post 1467103)
It would probably be better to use images for what you want, or even invisible NPCs, that, when shot, stop blocking for x time.

PHP Code:

function onActionProjectile() {
  
dontblock();
  
scheduleevent(3"Block""");
}
function 
onBlock() {
  
blockagain();
}
//#CLIENTSIDE
function onCreated() {
  
setshape(1WIDTH_IN_PIXELSHEIGHT_IN_PIXELS);


Should be able to get the basic gist out of the above code.

Yes, I agree with you, I probably should use an image, BUT I dislike using images (almost as much as I hate using custom tiles) because I can achieve the same effect without creating a new image.

I have another question, relating to my refusal to using images. Is it possible to draw tiles over a player and make it not block? I read somewhere about Graal using multiple layers for tiles.

Tyhm 02-17-2009 04:15 AM

Umm, yeah? Showimg doesn't block, but I don't know if that's what you're looking for...it's certainly Possible to showimg pics1.png; changeimgpart to a 16x16 tile...
If you want to give yourself a LITTLE less of a heart attack, you could make a Gani of the set of tiles you want...

the last thing I read about Graal using multiple layers for tiles, it turned out they meant the Z axis, and the rest of us were still boned...there's never a quick and easy way to tile a bridge Over a path...you can attachplayer to an NPC of a bridge, but...

cbk1994 02-17-2009 06:35 AM

Quote:

Originally Posted by maximus_asinus (Post 1467166)
Yes, I agree with you, I probably should use an image, BUT I dislike using images (almost as much as I hate using custom tiles) because I can achieve the same effect without creating a new image.

I have another question, relating to my refusal to using images. Is it possible to draw tiles over a player and make it not block? I read somewhere about Graal using multiple layers for tiles.

The code I posted does not require an image :pluffy:

WanDaMan 02-17-2009 11:02 PM

Quote:

Originally Posted by maximus_asinus (Post 1467166)
I have another question, relating to my refusal to using images. Is it possible to draw tiles over a player and make it not block? I read somewhere about Graal using multiple layers for tiles.

It is possible, however; it would probably be easier to use an image. Menion Leah used pics1.png as the image and identified the tiles he wanted for the part using script instead of creating a new image for the tiles he needed.

maximus_asinus 02-20-2009 09:09 PM

How does VECX and VECY work? The Wiki isn't informative at all.

Tigairius 02-20-2009 11:00 PM

Quote:

Originally Posted by maximus_asinus (Post 1468214)
How does VECX and VECY work? The Wiki isn't informative at all.

vecx(dir) and vecy(dir) are the same as doing cos(pi * (dir + 1) % 4 / 2) and sin(pi * (dir + 1) % 4 / 2)

To put it simply, this is how I always remembered it: it will return the direction that something should be moving in relation to the direction that you input.

For example, vecx(3) will return 1, while vecx(1) will return -1:

If your direction is 1 you are facing left, obviously the object should travel -1 (x). If you are facing right, 3, the object could travel 1 (x).

Same relation is for vecy(dir).

maximus_asinus 02-21-2009 12:01 AM

Thanks Tig (damn percent signs gave me 404 error, so I can't quote you).


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