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Old 01-04-2014, 01:08 PM
i8bit i8bit is offline
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NPC checking for player

As you all know, the onPlayerTouchsMe() only works if the player runs into the NPC.

How would I script the NPC to check if the player is in the x, y of the object.
In this case, block.png

Graal Script Code:
function onCreated(){
 
setImg("block.png");
 
setTimer(1);
}

function 
onTimeOut(){
 
destroy();
}

function 
onPlayerTouchsMe(){
 
player.chat "HIT";

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Old 01-04-2014, 03:34 PM
Starfire2001 Starfire2001 is offline
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You need continuously to check the players position in a loop to see if they are within the bounds of the block. If you are looking to do it clientside...

Graal Script Code:
//#CLIENTSIDE
function onCreated() {
  
setImg("block.png");
  
onTimeout();  // probably better than setting a timer here as you might not want to wait a second before checking
}

function 
onTimeout() {
  
// assuming that your block's dimensions are 2x2
  
if (player.x in |this.xthis.2| && player.y in |this.ythis.2|) {
    
//destroy or hide the block or whatever you want to do
  
} else {
    
setTimer(.05); // or higher if it doesn't need to be so accurate
  
}

If you want to do it serverside you'll have to loop through the players array in your timeout and check if any of them are within the bounds of the block.
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Old 01-04-2014, 09:27 PM
cbk1994 cbk1994 is offline
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Quote:
Originally Posted by Starfire2001 View Post
Graal Script Code:
  // assuming that your block's dimensions are 2x2
  
if (player.x in |this.xthis.2| && player.y in |this.ythis.2|) { 
Just a note that you can use this.width and this.height to get the width/height of an NPC with a defined shape (like an image).
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Old 01-05-2014, 12:51 AM
callimuc callimuc is offline
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Quote:
Originally Posted by cbk1994 View Post
Just a note that you can use this.width and this.height to get the width/height of an NPC with a defined shape (like an image).
changing the image though (like a 1x1 pixel one) will also alter this.width/height clientside though, that way players would be able to cheat through blocks
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Old 01-05-2014, 01:13 AM
cbk1994 cbk1994 is offline
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Quote:
Originally Posted by callimuc View Post
changing the image though (like a 1x1 pixel one) will also alter this.width/height clientside though, that way players would be able to cheat through blocks
If you're worried about cheating players, then you can't trust anything that happens clientside. You're right that that would be one of the easier ways to cheat, though.
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Old 01-05-2014, 02:12 AM
Torankusu Torankusu is offline
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don't want to seem like i'm giving advice, because I am not, and I also don't know what the OP. wants to do with this, since it's so vague and there might be a better approach, but here's something i came up with on a serverside approach to at least give an array of players in that object's coordinates.

Quote:
Originally Posted by Using...
TServerLevel.findareaplayers(float, float, float, float) - returns object - returns an array of all players in the specified rectangle (x,y,width,height), uses the blocking rectangle of players (0.5,1,2,2) instead of (0,0)
Graal Script Code:
// Created by Torankusu

function onCreated()
{
  
setshape(1,32,32);
  
this.image "block.png";
  
drawunderplayer();
  
dontblock();
  
setTimer(0.1);
}

function 
onTimeout()
{
  
temp.pls this.level.findareaplayers(this.x,this.y,2,2);
  
this.chat temp.pls;
  
setTimer(0.1);

the object's chat in this example will display the array of players that are in the x,y of that object.
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Old 01-05-2014, 02:15 PM
i8bit i8bit is offline
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Quote:
don't want to seem like i'm giving advice, because I am not, and I also don't know what the OP. wants to do with this, since it's so vague and there might be a better approach, but here's something i came up with on a serverside approach to at least give an array of players in that object's coordinates.
I am trying to make "damage blocks" so when the player collides with them, player.clientr.hp is deducted. That's why I want to go serverside. I can see where I was unclear by making the player chat in the end result. I should have been more specific.
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Old 01-05-2014, 03:26 PM
Emera Emera is offline
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Quote:
Originally Posted by i8bit View Post
I am trying to make "damage blocks" so when the player collides with them, player.clientr.hp is deducted. That's why I want to go serverside. I can see where I was unclear by making the player chat in the end result. I should have been more specific.
Just to make sure, you're not using onPlayerTouchsMe() because I'm guessing that both the damage block and the players will be moving?
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Old 01-05-2014, 05:44 PM
i8bit i8bit is offline
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Quote:
Originally Posted by Emera View Post
Just to make sure, you're not using onPlayerTouchsMe() because I'm guessing that both the damage block and the players will be moving?

Well if the player was at constant motion, the onPlayerTouchsMe() would not be a problem. But it's the players that are on idle that it won't work.
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Old 01-05-2014, 06:08 PM
Jakov_the_Jakovasaur Jakov_the_Jakovasaur is offline
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you could always make a clientside system which triggers to serverside upon damage to reduce hp or handle deaths, youd just need to make sure that it works securely (such as preventing people who modify packets invoking negative damage aka increased health) and that theres a clientside health variable to give the illusion of real time damage

if you do this then it would be easy to have a single weapon system for checking all box intersects for every enemy, rather than scripting the box intersect checks in a timeout inside all of their scripts
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Old 01-05-2014, 10:21 PM
i8bit i8bit is offline
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Quote:
you could always make a clientside system which triggers to serverside upon damage to reduce hp or handle deaths, youd just need to make sure that it works securely (such as preventing people who modify packets invoking negative damage aka increased health) and that theres a clientside health variable to give the illusion of real time damage
Think you could give me an example/scenario?
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Old 01-05-2014, 10:32 PM
cbk1994 cbk1994 is offline
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Quote:
Originally Posted by i8bit View Post
Think you could give me an example/scenario?
The simple solution is just take Starfire's code and modify it to send a trigger...

Graal Script Code:
//#CLIENTSIDE
function onCreated() { 
  
setImg("block.png"); 
  
onTimeout();  // probably better than setting a timer here as you might not want to wait a second before checking 


function 
onTimeout() { 
  
// assuming that your block's dimensions are 2x2 
  
if (player.x in |this.xthis.2| && player.y in |this.ythis.2|) { 
    
triggerServer("npc""HealthSystem""hitByBlock");
    return 
setTimer(1); // to avoid sending 20 triggers per second
  
}
  
  
setTimer(.05); // or higher if it doesn't need to be so accurate 

and then in a DB NPC HealthSystem...

Graal Script Code:
function onActionServerSide(temp.cmd) {
  if (
temp.cmd == "hitByBlock") {
    echo(
player.niceName() @ " was hit by a block.");
    
player.hit(1); // or whatever
  
}

You could also send a point trigger (but those can be unreliable) or do this a bunch of other ways. There are some neat tricks you can use to do this more efficiently but I'd need to know more about what you're trying to do to know if they'd work here.

Note that the above makes it possible for cheating players to not be hit by the block, so if you care about that, you should do everything serverside.
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Old 01-06-2014, 11:47 AM
i8bit i8bit is offline
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So I took what you said, but modified it a bit

Graal Script Code:
//#CLIENTSIDE
function onCreated() { 
  
setImg("block.png"); 
  
onTimeout();  
 
scheduleEvent("onDestroy"1);


function 
onTimeout() { 
  if (
player.x in |this.xthis.2| && player.y in |this.ythis.2|) { 
    
triggerServer("weapon""HealthSystem""hitByBlock");
  }
  
  
setTimer(.05); 
}  

function 
onDestroy(){
 
destroy()

Then in the weapon- "HealthSystem"
Graal Script Code:
function onActionServerSide(){
 if (
params[0] == "hitByBlock"){
  [
PHP]player.clientr.hp -= //whatever amount
  
}
 } 
[/PHP]

I haven't had a chance to test this but I don't see why it wouldn't work

SO my next question is...
How would I check local NPCs (Baddies) to trigger their "Hurt" function with that block too?

I want my "damage block" to not only effect players but NPCs also.
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Old 01-06-2014, 04:30 PM
cbk1994 cbk1994 is offline
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Looks fine to me except you probably don't want to send 20 triggers per second.

Hurting NPCs should probably be done serverside:

Graal Script Code:
function hurtNPCs() {
  for (
temp.npc findAreaNPCs(this.xthis.y22)) {
    
temp.npc.trigger("hurt");
  }

then you can add an onHurt function in any NPCs which can be hurt.
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Old 01-06-2014, 06:25 PM
i8bit i8bit is offline
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Quote:
Looks fine to me except you probably don't want to send 20 triggers per second.
Oh yeah, good observation. What if I don't make it loop and it just checks for players/NPCs in that 0.05 time range, triggers the actions, then destroys?
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