Suggestion: SetCharacterIgnoreWalkbehind (specific area)

Started by Timosity, Tue 12/08/2003 17:21:35

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Timosity

I have a situation where 2 characters would be standing in exactly the same spot, but one would be on a balcony and the other would pass under it and be in a similar position.

It would be handy to be able to set specific ignore walkbehinds so other walkbehinds aren't ignored.

can anyone think a way around this situation, or have I missed something in the manual?

eg. SetCharacterIgnoreWalkbehind(EGO,int ignore, int walkbehind area)

~Tim

SSH

One of the characters could have a big transparent area underneath and then you could manipulate baselines to achieve this, maybe?
12

Timosity

#2
Nice try, but that's not gonna work, I've thought of plenty of ways like that but it's more tricky, (what you said would have been possible if it weren't for the next bit which I will try to explain)

The room has a mirror (left to right most of the screen) and the characters reflection takes up some room on top of where the walkbehind for the characters below would be, it also has walkbehinds on the mirror as there are a few sections of mirror.

The character below would walk feet first behind the walkbehind of the balcony (this is all refections in the mirror [but you can't see them anywhere else as they would be behind you if you were facing the mirror])

It is possible for the characters below to just walk into a smaller walkbehind, then dissappear, which would be easy to do, but may look odd, just vanishing

It would be good to just have the reflected character ignore the walkbehind for under him, still having the ability of going behind his other walkbehinds.

Plus reading this is probably very confusing.

I'll probably have to go with the vanishing act for now

Edit: Now that I think about it I could also lower both the character, and his mirrored images base lines, and also the mirrors base line to somewhere in between the two and it just might work, (as long as I remember to change the characters baseline when leaving the screen)

Thanks SSH


I think that this situation is worth suggesting though, I can't think it would be too hard to implement.

Edit 2: What I tried does work, but I've just gotta sort out quite a few more baselines for other characters and walkbehinds, the screens bases are all over the place and it gets complicated, although it is all possible, what I suggested would make it sooooo much easier.

~Tim

Pumaman

Could you post a screenshot of the scene to help us get our heads round how it's laid out?

Timosity

Ok, I didn't want to post a screenshot cause I'm trying to do this as low key as possible, as it is a point and click transfer of LSL3, from the parser form. but here it is anyway, most people will miss this post anyway.



If you notice the NPC I circled will walk into the same spot as the mirrored version of Larry, but will walk below the balcony.

Here is the walkbehinds from the AGS editor.



The way I did it was, I set the blue walkbehind lower, then set Larry's baseline below the blue baseline and the mirrored character above it.

So then the NPC can walk behind the green walkbehind and the mirrored Larry can still walk infront of it.

I did a similar thing for other NPC's that walk along the top of the screen.

In the end it wasn't too hard to figure out, but what I was suggesting was:
That If I could have had the Mirrored Larry Ignoring the green Walkbehind, That would have been all I'd have to set.

I hope that is clearer.

~Tim

Pumaman

Thanks - I see what you're saying, I'll add it to my list.


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