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Show posts MenuQuoteDownloading wise..is there a link for that plugin?
QuoteDoes this include collision of bullets with enemies?
QuoteOne question though: am I correct that the raycasting works on a 2D basis, like in Doom? I.e. you can't really look up and down, just raise or lower the "camera"?
Quote from: Lt. Smash on Sat 03/01/2009 13:37:04
just another question: will it be possible to make doors or move objects (like in Wolfenstein)?
QuoteProgram-wise, I'm interested in how pathfinding and enemy AI will work... And what are the system requirements?At the moment, every enemy has a list of waypoints which are placed in the editor beforehand. Enemies will loop through this list until they see (or hear) the player. What happens in combat, I'm not yet sure about. First I'm thinking of them stopping and just aiming and shooting the player.
QuoteWill this be able to support a mouselook system?Already does.
QuoteI'm not yet sure about it. Will do some tests to find out exactly how hard this is. Drawing walls with different height is somewhat trivial (already had that in an earlier iteration of the plugin), but walking up steps etc. isn't quite as easy. AND the editor would be much more complicated, too. I'll think about it!
-Will you be able to have platforms/rooms of varying height? (ie, Doom levels as opposed to Wolfenstein 3d levels)
Quote-Is there a limit on the weapon used? Ie, will it be easy to add multiple weapons to the game, with different damage/rate of fire characteristics?This is a good time to explain the flexibility-feature I put into that feature-list in the first post: the plugin is really just for the rendering of the 3d-stuff, all weapon code for example is in the game itself. Take the way the pistol bounces up and down when running in the video - that's not fixed by the plugin, that is all in the game. And the game is what the user is going to write him- or herself! This means that, while the user has to do more than call one or two simple commands but in return he gets a way more powerful plugin.
Quote-How does the level editor work exactly? Do we need to create an image, a 3d file, a text document? A series of regions/hotspots/walkable areas?The editor is just another AGS game and basically works like MS paint. You get a blank canvas and you can draw walls onto it just like drawing lines with the line-tool in paint. Additionally, it features an optional grid at various sizes to which the lines can snap if you want to. Then you can also place sprites for objects, enemies, enemy waypoints and the player start. When saving, you enter a filename and the editor writes the file. That you take and copy into the game folder and load it using the plugin-command LoadMap (or similar).
Quote-Will there be in game functions for things such as collision detection/item interaction (shooting dudes/getting shot and opening doors), ammo count and player health, to make it easy for non advanced scripters (me) to build their own fps?Collision detection between the walls and objects and enemies will be done in the plugin but you will be able to deactivate it for flying/noclip simulation. Player health, ammo count etc. are all done in the game, so no limitations there! I'm not yet 100% sure about the AI, I'd like to let the user write his own but I also want offer a default behaviour maybe, because writing the AI is not exactly easy.
Error: StartIndex cannot be less than zero.
Parameter name: startIndex
Version: AGS 3.1.1.66
System.ArgumentOutOfRangeException: StartIndex cannot be less than zero.
Parameter name: startIndex
at System.String.InternalSubStringWithChecks(Int32 startIndex, Int32 length, Boolean fAlwaysCopy)
at AGS.Editor.ScintillaWrapper.CheckFunctionForLocalVariables(Int32 currentPos, ScriptFunction func, String scriptExtract)
at AGS.Editor.ScintillaWrapper.GetListOfLocalVariablesForCurrentPosition(Int32 currentPos)
at AGS.Editor.ScintillaWrapper.FindLocalVariableWithName(Int32 startAtPos, String nameToFind)
at AGS.Editor.ScintillaWrapper.GetFinalPartOfExpression(Int32 currentPos, ScriptStruct& memberOfStruct, Boolean functionsOnly)
at AGS.Editor.ScintillaWrapper.ShowCalltip(Int32 openingBracketPos, Int32 parameterIndex, Boolean functionsOnly)
at AGS.Editor.ScintillaWrapper.scintillaControl1_DwellStart(Object sender, DwellStartEventArgs e)
at Scintilla.ScintillaControl.DispatchScintillaEvent(SCNotification notification)
at Scintilla.ScintillaControl.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
Quote from: Pumaman on Sun 21/12/2008 16:17:57QuoteGives completely wrong, random results when I draw something after calling DrawingColorRGB. Calling the function with ( 0, 255, 0 ) should give me green, it gives me pink, calling it with ( 255, 0, 255 ) gives me white, ( 255, 0, 0 ) gives black etc.
I can't reproduce this problem. What colour depth is your game?
When you say that the second example works, what colour number are you passing into it?
function CRenderer::SetDrawingColorRGB ( int are, int g, int b )
// sets drawing color
{
// select new color
this.Surface.DrawingColor = Game.GetColorFromRGB ( are, g, b );
}
// then later
Renderer.SetDrawingColorRGB ( 0, 255, 0 );
function CRenderer::SetDrawingColor ( int color )
// sets drawing color
{
if ( this.Surface.DrawingColor != color )
// if new color is not already selected
// select new color
this.Surface.DrawingColor = color;
}
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