View Full Version : move; - update

08-24-2003, 09:20 PM
The move command only seems to move from one point to another. Not the most useful.
I understand there are options to make it walk around objects, but maybe thats not all we want it to do. An idea would be to make a command of some kind so you can define every point, and how long it is to stay there until it continues onto the next point.
For example, just like this:
move<whatever number> {first x to go to, first y to go to,how long to stay there once reached; next x to go to, next y to go to, how long to stay there once reached;<etc etc>}, speed, options like obstacles, etc;
That way you can define a path for it, and then once it reaches the next X and Y in the path, it sleeps for the designated time, then moves on. That would make things more useful. Maybe a whole new command doesnt need to be added, maybe the move; command could be adapted so if in the first parameter, if { and } are found, then it will change so it goes into a 'path' mode. I dont know about other people but I'd find it useful. :)

08-24-2003, 11:28 PM
There's supposed to be a triggeraction event so you can do pathing like that...

08-24-2003, 11:38 PM
that is stupid, just store the path in an array or so and use the movementfinished event

08-25-2003, 04:02 AM
- cachingmode:
- 0: previous movements will be finished immediatelly
- 1: movements will be cached, the previous movements
will only be finished when the cache is too large
(distance to go >5);
this caching can be used on server-side npcs to
make the movement look like non-laggy even when
there are little delays sometimes
- 2: the movement will just be appended to the movement
list; you can add up to 100 movements
- blockcheck: add 4 to the options when you want the
npc to stop when there is a wall blocking the npc
- informmewhendone: if you add 8 to the options then the
script will be called with a 'movementfinished' flag
when the the npc has stopped walking; catch this event
if (movementfinished) {...}
if you want to do something when the npc has stopped
(e.g. walking in a different direction)
- applydirection: add 16 to the options if you want the
game to automatically set the direction of the npc
depending on the movement direction (can be good
when using movement caching)

newfeatures.txt, read it learn it, live it, or something to that effect... bleh I don't think many people know of this anyhow

08-25-2003, 05:31 AM
Yeah, caching is the best option. Just keep calling it with new args and it'll execute them in turn.