Hi all,
Because it's pretty hard to draw walkable areas in AGS, I decided to make them in MSPaint. I've finished them (they are black (R=0, B=0, G=0) with blue (R=0, B=255, G=0)).
But the manual isn't clear enough to tell me what to do with them.
I have different questions about this:
- Can hotspots, regions and walk-behind areas also be imported as a mask?
- What kind of .bmp do I need to let the mask work properly?
And something different about walkable areas:
- How can I assign a walkable area to a character?
Thanks in advance,
~Yurina
Quote from: Yurina on Fri 17/02/2006 07:54:46
- Can hotspots, regions and walk-behind areas also be imported as a mask?
- What kind of .bmp do I need to let the mask work properly?
- Yes
- The mask
must be saved as 256 colours to work, also, you must make sure that the colours used are all located in the early slots of the palette. If you use M$Pain, I think you may use the basic palette colours to paint it (i.e. don't modify the colours in the default palette, to gaurantee the colours used won't be dithered or pushed to later slots of the palette) and then save it as a 256 colour (8-bit) BMP.
Quote
- How can I assign a walkable area to a character?
There's no such thing as assigning a walkable area to a character (unless you do some scriptings), when you paint a walkable area ALL characters can walk on it, so each of the areas applies to all the characters. You may however, use the script functions RemoveWalkableArea() and RestoreWalkableArea() to toggle off and on of a specific area, so an area could be temporally disabled (no character can walk into it normally) and reenabled according to the need in the game.
That leaves only the question of assigning a walkable area.
I'm making a game where there are guards walking in front of an important building. I want them to walk on space that can't be entered by the player's character. How do I do this, then?
Use eAnywhere for the walkWhere parameter of cGuard.Walk(), or if you really want the walkable areas to be there, you need to do it via script yourself so the player can't walk into these areas.
I do need scripting, I guess... Can anyone give more directions on this?
Depending on the size of cGuards' walkable area, it might be easier to just have a gap between it and the area the player can walk on. You could make this area a disabled Walkable area, and enable it if the Guard or the player ever have to cross it.
I think assigning specific walkable areas to characters is on the tracker - but it has been for a while, so don't hold your breath.
Now I'm a tad confused, can the player character and that guard walk on every walkable area then? *ignores the word n00b on her forehead*
But anyways: thanks, Ashen! :D
You mean Chris is trying to (or is planning to) code it then?
Like I said: It's on the tracker (http://www.adventuregamestudio.co.uk/tracker.php?action=detail&id=491) but has been for a year without actually getting implimented.
And, as Scummy said:
Quotewhen you paint a walkable area ALL characters can walk on it, so each of the areas applies to all the characters
So, yes, the player and the Guard can walk on every walkable ares - at least, every one they can get to.
(http://www.lucasstyle.com/images/ags/walkgap.JPG)
The white blocks are the walls of the castle... the red areas are the walkable areas for gaurds, and then the blue is for your character.