Adventure Game Studio

AGS Support => Advanced Technical Forum => Topic started by: strazer on Fri 02/04/2004 21:23:40

Title: Walk-to points for objects
Post by: strazer on Fri 02/04/2004 21:23:40
Hi again!

I'd like to express my interest in the implementation of walk-to points for objects. They are mentioned in the future.txt so this must have been requested before.
I would rather use GetObjectPointX and GetObjectPointY than having to write fixed values in my code.

Thank you!
Title: Re:Walk-to points for objects
Post by: Pumaman on Sat 03/04/2004 18:43:50
Noted. This will probably be implemented with the more generic 'Locations' rather than object-specific walk-to points.
Title: Re:Walk-to points for objects
Post by: strazer on Sat 03/04/2004 19:23:30
I assumed as much.

I like the idea of locations in general.
However, wouldn't you have to keep track of which location is for which object?

If walk-to points for hotspots are still available then, I would use locations for objects exclusively, i.e. location number = object number, like

...
// script for object0: Look at object
MoveCharacter(EGO,GetLocationX(0),GetLocationY(0));
...


That reminds me: How about a ME function (or THIS or whatever) that returns the number of the hotspot/region/object/character/etc the current function belongs to? It would look like

MoveCharacter(EGO,GetLocationX(Me()),GetLocationY((Me()));
Title: Re:Walk-to points for objects
Post by: Ginny on Sat 03/04/2004 22:25:26
Interesting, I like the idea of having locations for all sorts of things, like you could have a location for many purposes: A control device which you need to walk to often, but of course this could be done with a hotspot walk-to point. However, if it's possible, I'd really like to see locations between rooms, that is you could tell a character to go to some location (not specifying room number) even when it's in some otehr room. This would help with cutscenes or what is called "cutting-out" bits where the character would just walk.
I think walk-to points for hotspots, objects, characters(?) should stay though. Well, not characters, they can move between rooms, but then again objects can move around in the room, which would make it vital to change the points.

I hope this made sense, though I doubt it. :)
Title: Re:Walk-to points for objects
Post by: Pumaman on Sun 04/04/2004 18:02:39
Interestng idea with the Me function, I'll have a think about it.

As for game-wide locations, I'm not sure of their usefulness. Normally, a walk-to point would be used for a specific place on the screen, which wouldn't really apply to other rooms.
Title: Re: Walk-to points for objects
Post by: subspark on Thu 27/10/2005 14:59:59
I also would like to express my interest in Locations.

Ideal for example:

Cool Bird's eye view shot:
player talks to Rupunzel, who is high up in tower.
EGO walks to Location which is assigned to both the Rupunzel character and the top of the tower.
EGO changes view (looking up and talking).
After conversation player decides to look at hotspot "Towertop". EGO is already at the Location point set for both the Rupunzel character and the towertop hotspot.
EGO thinks aloud, "Now that's a pad!"

etc.

I'ts pretty clear cut that the implementation of Locations is essential without question.

Looking forward to it. I really can't wait.

Beers.