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-   -   'uber' setshape? @_@ (https://forums.graalonline.com/forums/showthread.php?t=49199)

haunter 11-19-2003 01:21 AM

'uber' setshape? @_@
 
Is there an easier way to make setshape2 overwrite the tiles underneith the NPC than with attachplayertoobj?

ie: setshape2 2,2,{0,0,0,0,} over blocking tiles that allow you to walk over the NPC...

I know it can be done when using the other command with it... But is their an easier way? Because with attachplayertoobj the script has to be unique for each NPC... Is there a secret setshape3 or something? If not I think there should be... For us non-scripting type folk who use it for design reasons... (bridges and the like) :|

Lance 11-19-2003 02:26 AM

Re: 'uber' setshape? @_@
 
Quote:

Originally posted by haunter
\Because with attachplayertoobj the script has to be unique for each NPC...
False.

You want the variable named: id

which is rather self-explanatory. :)

haunter 11-19-2003 02:29 AM

Re: Re: 'uber' setshape? @_@
 
Quote:

Originally posted by Lance


False.

You want the variable named: id

which is rather self-explanatory. :)

wtfs. No it's not...



edit: *deletes bad analogy*

I have no bloody clue as to what you're talking about... @_@;

I looked in the commands.rft for the ID variable, i couldn't find anything about it... perhaps I missed it... But is there any place I can perhaps read more about this?

Python523 11-19-2003 02:39 AM

Re: Re: Re: 'uber' setshape? @_@
 
Quote:

Originally posted by haunter


wtfs. No it's not...



edit: *deletes bad analogy*

I have no bloody clue as to what you're talking about... @_@;

I looked in the commands.rft for the ID variable, i couldn't find anything about it... perhaps I missed it... But is there any place I can perhaps read more about this?

Answer this: what is an id, in real life, then you should be able to figure out what it is in script

haunter 11-19-2003 02:46 AM

Re: Re: Re: Re: 'uber' setshape? @_@
 
Quote:

Originally posted by Python523


Answer this: what is an id, in real life, then you should be able to figure out what it is in script

Yeah, that's what i figured after a bit ;P

Alright... I might be able to figure this out... maybe @_@;

Thanks

Lance 11-19-2003 02:50 AM

Re: Re: Re: 'uber' setshape? @_@
 
Quote:

Originally posted by haunter

I looked in the commands.rft for the ID variable, i couldn't find anything about it... perhaps I missed it... But is there any place I can perhaps read more about this?

Your statement made me laugh as there are so many things not in commands.rtf. ^_^

haunter 11-19-2003 02:53 AM

Re: Re: Re: Re: 'uber' setshape? @_@
 
Quote:

Originally posted by Lance


Your statement made me laugh as there are so many things not in commands.rtf. ^_^

I am using the 'revised' one found in Dach's signature... Even though it's already out of date... There are atleast two commands missing from that version...

seteffectmode
and
changeimgmode


And also, are there any good documents I could read that would enlighten me in the aspects of scripting? :)


~Mmm abnormal sentence structure...~

MrGannondorf 11-19-2003 04:10 AM

I think attachtoobj (or however the command goes) is a pain to work with... setshape3 or something would be usefull for things like briges, etc, that aren't intended to move, as a boat would, for example.

Lance 11-19-2003 04:13 AM

Except that part's got nothing to do with the shape of the NPC.

haunter 11-19-2003 04:22 AM

You know, I was thinking... setshape3 would be pretty useless anyway... because if you want a bridge that you can walk on, or under, you would still need the if (playerx in | blahblahblah... )

Right? @_@;

Dach 11-19-2003 05:21 AM

Re: Re: Re: Re: Re: 'uber' setshape? @_@
 
Quote:

Originally posted by haunter


I am using the 'revised' one found in Dach's signature... Even though it's already out of date... There are atleast two commands missing from that version...

seteffectmode
and
changeimgmode

damn...
also missing;
sendrpgmessage, #R

I could of swore I had the color modes though, oh right stupid overwrite of other commands.rtfs... *mumble*

fixed it

GoZelda 11-19-2003 07:41 PM

Don't forget that i was the first one to update commands.rtf when Stefan didn't anymore :(

Riot 11-19-2003 11:29 PM

Quote:

Originally posted by GoZelda
Don't forget that i was the first one to update commands.rtf when Stefan didn't anymore :(
Uh, no you weren't. I'm shure plenty of people (including myself) have edited it. Most of us just never released it.

GoZelda 11-19-2003 11:44 PM

Prove it :P

Python523 11-20-2003 12:58 AM

Quote:

Originally posted by GoZelda
Prove it :P
Does it really matter that much to you?

MrGannondorf 11-20-2003 01:47 AM

Quote:

Originally posted by Lance
Except that part's got nothing to do with the shape of the NPC.
Nothing to do with the shape of the npc?

Quote:

Originally posted by haunter

Is there an easier way to make setshape2 overwrite the tiles underneith the NPC than with attachplayertoobj?

ie: setshape2 2,2,{0,0,0,0,} over blocking tiles that allow you to walk over the NPC...

I know it can be done when using the other command with it... But is their an easier way? Because with attachplayertoobj the script has to be unique for each NPC... Is there a secret setshape3 or something? If not I think there should be... For us non-scripting type folk who use it for design reasons... (bridges and the like)

Silly little Lance... the first post of this thread is SUGESTING a setshape like setshape2 but overides the tileboard like attachtoobj does. My post is agreeing with hunter, so therefore it has everything to do with the thread. ^^

Lance 11-20-2003 03:43 AM

Quote:

Originally posted by MrGannondorf

Silly little Lance... the first post of this thread is SUGESTING a setshape like setshape2 but overides the tileboard like attachtoobj does. My post is agreeing with hunter, so therefore it has everything to do with the thread. ^^

I'll try this in simpler terms.

Tiles. Are. Not. A. Facet. Of. An. NPC's. Shape.

ForgottenLegacy 11-20-2003 04:33 AM

Quote:

Originally posted by Lance


I'll try this in simpler terms.

Tiles. Are. Not. A. Facet. Of. An. NPC's. Shape.

So people, if you want to do somthing, use an imagepart from pics1.png, and use the tile with the effect you want underneath it.

Dach 11-20-2003 11:28 AM

Quote:

Originally posted by GoZelda
Don't forget that i was the first one to update commands.rtf when Stefan didn't anymore :(
when did you start updating it? I'm not trying to shoot you down or anything but I did find my backing :cool:

to haunter
you could change the tiles underneath the npc so they don't block while you're doing these operations, but if you don't like that then attachplayertoobj is definately your best bet

screen_name 11-20-2003 07:13 PM

Quote:

Originally posted by GoZelda
Prove it :P
Don't you think that you are being a little immature? It does not matter who has editted it.

GoZelda 11-20-2003 09:09 PM

Quote:

Originally posted by screen_name


Don't you think that you are being a little immature? It does not matter who has editted it.

Don't you think it's obvious i wasn't serious? :|

MrGannondorf 11-21-2003 06:29 AM

Quote:

Originally posted by Lance


I'll try this in simpler terms.

Tiles. Are. Not. A. Facet. Of. An. NPC's. Shape.

Yes, I agree with that statement whole heartedly. Tiles indeed do not have a thing to do with the npc's shape.
Tiles... but not fake tile values for object colision detection. Since you need clearification, all I'm saying is that it would be nice to have a setshape mode where the fake tile values for the sake of object collision detection overided the tile values of the board.
Quote:

Originally posted by ForgottenLegacy


So people, if you want to do somthing, use an imagepart from pics1.png, and use the tile with the effect you want underneath it.

Yes, thats great to improvise. Tiledefs can do the trick, too. Hell, we should remove setlevel and setlevel2 because the #L/F w/e prop can be edited with setplayerprop, and x and y coordinates of the player can also be edited in other ways!!! :O :O :O
same with color props and etc!!!! WE SHOULD REMOVE EVERY SCRIPT COMMAND THAT CANNOT BE REPLICATED WITH THE VERY BARE BONES COMMANDS!!!

LEST THE ORIGINAL KEY CHECKING COMMANDS SHOULD HAVE NEVER BEEN ADDED BECAUSE ANY COMPETENT SCRIPT CAN, AND SHOULD IMPROVISE BY CHECKING THE SPRITE OF THE PLAYER AND ETC ETC ETC



*sarcastic* Legacy, you have a good point. >.>


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