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

maximus_asinus 02-16-2009 09:45 AM

Beginner Scripting is GS2
 
Okay I have loads of questions but I'll try reading all of the Graal Bible thoroughly before I unload them all on you guys/gals.

First off, I am busy converting many of the predefined objects I use. I 'converted' Stefan's light NPC, basically searching for the functions in Graal Bible and pasting them in, but I'm not sure if I have it correct, nor do I think it is as efficient as it could be.
HTML Code:

function onCreated() {
  setimg(light2.png);
  dontblock();
}
//#CLIENTSIDE
function onPlayerEnters() {
  drawaslight();
  setcoloreffect(1, 1, 1, .99);
  setzoomeffect(3);
}

I'll be back with more questions!

EDIT: I meant "in GS2" and not "is GS2". Someone might read that and get insulted :3
EDIT: Is there a server open to a Classic subscriber where I could test my scripts for trial and error, rather than me asking each question?
EDIT: What is the difference between onCreated and onPlayerEnters? Does the NPC server process an NPC that uses onCreated immediately, without the player being in the level? If I used onCreated clientside would it be treated differently, more like onPlayerEnters?

Loriel 02-16-2009 10:54 AM

Quote:

Originally Posted by maximus_asinus (Post 1466930)
EDIT: What is the difference between onCreated and onPlayerEnters? Does the NPC server process an NPC that uses onCreated immediately, without the player being in the level? If I used onCreated clientside would it be treated differently, more like onPlayerEnters?

Every NPC is created exactly once, but players enter and leave levels all the time.

Crow 02-16-2009 03:19 PM

First, I suggest posting code on the forums inbetween [php][/php] tags. At least we have some syntax highlighting then.
Second, you got a small but important error in your code. You have to place quotation marks around strings, like light2.png in your case. This should work:

PHP Code:

function onCreated() {
  
setimg("light2.png");
  
dontblock();
}
//#CLIENTSIDE
function onPlayerEnters() {
  
drawaslight();
  
setcoloreffect(111.99);
  
setzoomeffect(3);



Chompy 02-16-2009 04:53 PM

Quote:

Originally Posted by maximus_asinus (Post 1466930)
EDIT: Is there a server open to a Classic subscriber where I could test my scripts for trial and error, rather than me asking each question?

Indeed there is, it's called Testbed Server. If you want RC, ou'll have to contact Tig, either by email, forum pm, AIM or in-game.

DustyPorViva 02-16-2009 07:12 PM

Quote:

Originally Posted by Loriel (Post 1466942)
Every NPC is created exactly once, but players enter and leave levels all the time.

For elaboration, onCreated is created once per session. So it'll be called every time the NPC is created... when the player first logs on(for weapons), when the level/NPC is updated, when the player enters the level for the first time and the NPC is created.

maximus_asinus 02-16-2009 07:51 PM

Quote:

Originally Posted by Chompy (Post 1466960)
Indeed there is, it's called Testbed Server. If you want RC, ou'll have to contact Tig, either by email, forum pm, AIM or in-game.

I'll be sure to contact him.

Quote:

Originally Posted by DustyPorViva (Post 1466984)
For elaboration, onCreated is created once per session. So it'll be called every time the NPC is created... when the player first logs on(for weapons), when the level/NPC is updated, when the player enters the level for the first time and the NPC is created.

Hmm, I'm still confused. Why couldn't I put all of my script into a onCreated function? Would it make a difference?

Crow 02-16-2009 08:09 PM

Quote:

Originally Posted by maximus_asinus (Post 1466994)
Hmm, I'm still confused. Why couldn't I put all of my script into a onCreated function? Would it make a difference?

Depends. Imagine you got an npc which position shall be reset whenever the player enters the level again/reconnects. You would use the onPlayerEnters() event then.

maximus_asinus 02-16-2009 08:16 PM

Quote:

Originally Posted by Crow (Post 1466998)
Depends. Imagine you got an npc which position shall be reset whenever the player enters the level again/reconnects. You would use the onPlayerEnters() event then.

Okay I think I get you. For example, lets say I wanted to create a timeout loop, it would be more efficient to start the timeout in onCreated rather than onPlayerEnters because I don't need to have the timeout sent everytime the player enters?

Crow 02-16-2009 08:23 PM

Quote:

Originally Posted by maximus_asinus (Post 1467000)
Okay I think I get you. For example, lets say I wanted to create a timeout loop, it would be more efficient to start the timeout in onCreated rather than onPlayerEnters because I don't need to have the timeout sent everytime the player enters?

That's actually a quite interesting question. I rarely use any timeouts in level npcs, so I don't even know what would happen if you would put it inside onCreated(). It might aswell just be called once and stop when the player leaves the level. I'm completely unsure about this one though. If we assume smashing it into onCreated() works equally as well as putting it into onPlayerEnters(), I don't think there are any efficiency differences.

maximus_asinus 02-16-2009 08:32 PM

Quote:

Originally Posted by Crow (Post 1467002)
That's actually a quite interesting question. I rarely use any timeouts in level npcs, so I don't even know what would happen if you would put it inside onCreated(). It might aswell just be called once and stop when the player leaves the level. I'm completely unsure about this one though. If we assume smashing it into onCreated() works equally as well as putting it into onPlayerEnters(), I don't think there are any efficiency differences.

I'll let you guys figure that one out, in the meantime I have more questions.

How about this script? If placed in a level it would put the imagepart at the selected location, correct? Would there be any unexpected behavior (this is why I need a place to test :()
PHP Code:

//#CLIENTSIDE
function onCreated() {
  
this.48.5;
  
this.18.5;
  
setimgpart("lampanimation.gif"002036);



Crow 02-16-2009 08:52 PM

Correct. To be a bit more specific, it would move the npc this is in to the specified position, then set the image. Unexpected behavior? Depends on what you want this to be. Just a simple lamp? Nothing unexpected. Though this will block by default. But you should already know this ;D

maximus_asinus 02-16-2009 08:54 PM

Quote:

Originally Posted by Crow (Post 1467013)
Correct. To be a bit more specific, it would move the npc this is in to the specified position, then set the image. Unexpected behavior? Depends on what you want this to be. Just a simple lamp? Nothing unexpected. Though this will block by default. But you should already know this ;D

It is on a wall, I hope players don't get up there :P

maximus_asinus 02-16-2009 09:17 PM

Quote:

Originally Posted by Crow (Post 1467002)
That's actually a quite interesting question. I rarely use any timeouts in level npcs, so I don't even know what would happen if you would put it inside onCreated(). It might aswell just be called once and stop when the player leaves the level. I'm completely unsure about this one though. If we assume smashing it into onCreated() works equally as well as putting it into onPlayerEnters(), I don't think there are any efficiency differences.

You've said that you don't use timeouts in level NPCs, is that because of security, efficiency/performance, or just personal preference?

Tyhm 02-16-2009 11:48 PM

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.

cbk1994 02-16-2009 11:59 PM

Quote:

Originally Posted by Crow (Post 1467002)
That's actually a quite interesting question. I rarely use any timeouts in level npcs, so I don't even know what would happen if you would put it inside onCreated(). It might aswell just be called once and stop when the player leaves the level. I'm completely unsure about this one though. If we assume smashing it into onCreated() works equally as well as putting it into onPlayerEnters(), I don't think there are any efficiency differences.

It tends to die when the player leaves the level. In a recent script, I just called onTimeOut() when the player enters, restarting the timeout but not resetting any of the variables.

Quote:

Originally Posted by maximus_asinus (Post 1467021)
You've said that you don't use timeouts in level NPCs, is that because of security, efficiency/performance, or just personal preference?

Normally it's not really needed. Most of the time you need the timeout no matter where the player is, so you put it in a weapon.


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