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TEX_NAME help
#176921
01/07/08 17:01
01/07/08 17:01
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Joined: May 2007
Posts: 185 Netherlands
SurudoiRyu
OP
Member
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OP
Member
Joined: May 2007
Posts: 185
Netherlands
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Hi why doesn't this work ??? I should have a text displaying the texture im standing on. But it doesn't do anything i can walk what ever i want -_-" Hope someone can help me out. Code:
//skill1: Health 100 //skill2: WalkingSpeed 10 //skill3: TurningSpeed 10 //skill4: JumpHeight 10 //skill5: AttackSpeed 10
//Debug Tekst string str_type1 = "Aarde"; // Grond types string str_type2 = "Grass"; // Grond types
//Lettertype font fnt_century12 = <Centur12.pcx>,16,20; // Century12 font
//Debugging... text txt_Grond1
{
pos_x = 0;
pos_y = 65;
layer = 15;
font fnt_century12;
string str_type1;
}
text txt_Grond2
{
pos_x = 0;
pos_y = 65;
layer = 15;
font fnt_century12;
string str_type2;
} ///Einde Debug Scripts
action Speler_Beweging() { player = my; camera.genius = my; c_setminmax(me); while(my.skill1 > 0) { my.skill21 = (key_cuu-key_cud)*my.skill2*time_step; my.skill22 = (key_cul-key_cur)*my.skill3*time_step; my.skill30 = c_trace(my.x,vector(my.x,my.y,my.z-10000),IGNORE_PASSABLE|IGNORE_PASSENTS|IGNORE_ME|USE_BOX); if(my.skill30 > 2) { my.skill23 -= 2*time_step; }else { if(my.skill30 < 0) { my.skill23 = 5; }else { my.skill23 = 0; } } if(my.skill30 < 2 && key_ctrl) { my.skill23 = my.skill4; my.skill25 = 1; } if(my.skill21 != 0) { my.skill24 += my.skill21; my.skill24 %= 100; ent_animate(me,"run",my.skill24,ANM_CYCLE); }else { my.skill24 += 10*time_step; my.skill24 %= 100; ent_animate(me,"stand",my.skill24,ANM_CYCLE); } if(my.skill23 == my.skill4 || (my.skill25 < 100 && my.skill25 > 0)) { my.skill25 += 100/my.skill4*time_step; ent_animate(me,"jump",my.skill25,NULL); } if(key_space && my.skill23 == 0) { my.skill24 = 0; while(my.skill24 < 100) { my.skill24 += my.skill5*time_step; ent_animate(me,"taunt",my.skill24,NULL); wait(1); } } c_rotate(me,vector(my.skill22,0,0),IGNORE_PASSABLE|IGNORE_PASSENTS); c_move(me,vector(my.skill21,0,my.skill23),nullvector,IGNORE_PASSABLE|IGNORE_PASSENTS); wait(1); } my.skill24 = 0; WHILE(player==me) { vec_set(temp, my.x); temp.z -= 500; // trace downwards 500 quants below c_trace (my.x,temp,IGNORE_ME|IGNORE_PASSABLE|IGNORE_MODELS|IGNORE_SPRITES|SCAN_TEXTURE); // now TEX_NAME is set to the floor name below the MY entity if((str_stri(tex_name,"sand") != 0)) { txt_Grond1.visible = ON; } else { txt_Grond1.visible = OFF; } if((str_stri(tex_name,"grass") != 0))
{ txt_Grond2.visible = ON; } else { txt_Grond2.visible = OFF; } wait(1); } }
-The Dragon's Eye is alway's watching you!-
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Re: TEX_NAME help
[Re: Slin]
#176923
01/07/08 20:46
01/07/08 20:46
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Joined: May 2007
Posts: 185 Netherlands
SurudoiRyu
OP
Member
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OP
Member
Joined: May 2007
Posts: 185
Netherlands
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How you mean ? i close the first loop :S So it won't run like a loop in a loop ? Its not german indeed hehe  its dutch ur friendly neighbour  hehe
-The Dragon's Eye is alway's watching you!-
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Re: TEX_NAME help
[Re: SurudoiRyu]
#176924
01/07/08 21:27
01/07/08 21:27
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Joined: May 2005
Posts: 2,713 Lübeck
Slin
Expert
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Expert
Joined: May 2005
Posts: 2,713
Lübeck
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I meant it like this: Code:
//skill1: Health 100 //skill2: WalkingSpeed 10 //skill3: TurningSpeed 10 //skill4: JumpHeight 10 //skill5: AttackSpeed 10
//Debug Tekst string str_type1 = "Aarde"; // Grond types string str_type2 = "Grass"; // Grond types
//Lettertype font fnt_century12 = <Centur12.pcx>,16,20; // Century12 font
//Debugging... text txt_Grond1
{
pos_x = 0;
pos_y = 65;
layer = 15;
font fnt_century12;
string str_type1;
}
text txt_Grond2
{
pos_x = 0;
pos_y = 65;
layer = 15;
font fnt_century12;
string str_type2;
} ///Einde Debug Scripts
action Speler_Beweging() { player = my; camera.genius = my; c_setminmax(me); while(my.skill1 > 0) { my.skill21 = (key_cuu-key_cud)*my.skill2*time_step; my.skill22 = (key_cul-key_cur)*my.skill3*time_step; my.skill30 = c_trace(my.x,vector(my.x,my.y,my.z-10000),IGNORE_PASSABLE|IGNORE_PASSENTS|IGNORE_ME|USE_BOX); if(my.skill30 > 2) { my.skill23 -= 2*time_step; }else { if(my.skill30 < 0) { my.skill23 = 5; }else { my.skill23 = 0; } } if(my.skill30 < 2 && key_ctrl) { my.skill23 = my.skill4; my.skill25 = 1; } if(my.skill21 != 0) { my.skill24 += my.skill21; my.skill24 %= 100; ent_animate(me,"run",my.skill24,ANM_CYCLE); }else { my.skill24 += 10*time_step; my.skill24 %= 100; ent_animate(me,"stand",my.skill24,ANM_CYCLE); } if(my.skill23 == my.skill4 || (my.skill25 < 100 && my.skill25 > 0)) { my.skill25 += 100/my.skill4*time_step; ent_animate(me,"jump",my.skill25,NULL); } if(key_space && my.skill23 == 0) { my.skill24 = 0; while(my.skill24 < 100) { my.skill24 += my.skill5*time_step; ent_animate(me,"taunt",my.skill24,NULL); wait(1); } } c_rotate(me,vector(my.skill22,0,0),IGNORE_PASSABLE|IGNORE_PASSENTS); c_move(me,vector(my.skill21,0,my.skill23),nullvector,IGNORE_PASSABLE|IGNORE_PASSENTS); vec_set(temp, my.x); temp.z -= 500; // trace downwards 500 quants below c_trace (my.x,temp,IGNORE_ME|IGNORE_PASSABLE|IGNORE_MODELS|IGNORE_SPRITES|SCAN_TEXTURE); // now TEX_NAME is set to the floor name below the MY entity if((str_stri(tex_name,"sand") != 0)) { txt_Grond1.visible = ON; } else { txt_Grond1.visible = OFF; } if((str_stri(tex_name,"grass") != 0))
{ txt_Grond2.visible = ON; } else { txt_Grond2.visible = OFF; }
wait(1); } my.skill24 = 0; }
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Re: TEX_NAME help
[Re: Slin]
#176925
01/07/08 22:34
01/07/08 22:34
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Joined: May 2007
Posts: 185 Netherlands
SurudoiRyu
OP
Member
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OP
Member
Joined: May 2007
Posts: 185
Netherlands
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Ok this is nice i can now see the text ^-^ But next problem showed up is that when i walk over the other texture it doesn't change the text :S What is wrong with this script ?
Thnx for the great help so far ^-^
-The Dragon's Eye is alway's watching you!-
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Re: TEX_NAME help
[Re: SurudoiRyu]
#176926
01/08/08 10:36
01/08/08 10:36
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Joined: May 2007
Posts: 185 Netherlands
SurudoiRyu
OP
Member
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OP
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Joined: May 2007
Posts: 185
Netherlands
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Ok i now changed the code a bit and tryed again. Still the same thing  Like it loads the text only 1 time where it stand and the rest of the game it doesn't do it anymore. What is wrong with my scanner ? :S Code:
//skill1: Health 100 //skill2: WalkingSpeed 2 //skill3: TurningSpeed 10 //skill4: JumpHeight 10 //skill5: AttackSpeed 10
//defines define Health, skill1; define WSpeed, skill2; define RSpeed, skill3; define JumpHeight, skill4; define AttackSpeed, skill5;
//Vars var move_vec[3] = 0,0,0; var idle_percent = 0; var walk_percent = 0;
//Debug Tekst bmap bmpGrond1 = "sand.pcx"; //Grass Grond string str_type2 = "Grass"; // Zand Grond //Water Grond //Modder Grond
//Lettertype font fnt_century12 = <Centur12.pcx>,16,20; // Century12 font
//Grond Panels panel pnl_Grond1
{
bmap = bmpGrond1;
layer = 21;
pos_x = 0;
pos_y = 0;
//on_click = get_off_grond1;
flags = overlay,transparent,refresh;
}
text txt_Grond2
{
pos_x = 0;
pos_y = 65;
layer = 15;
font fnt_century12;
string str_type2;
} ///Einde Debug Scripts
function check_keys() { move_vec[0] = (key_w - key_s)*15 *time; move_vec[1] = (key_a - key_d)*10 *time; If (move_vec[0] == 0 && move_vec[1] == 0) { idle_percent = (idle_percent +5*time)%100; ent_animate(me,"idle",idle_percent,ANM_CYCLE); } else { walk_percent = (walk_percent + sign(move_vec[0])*5*time)%100; ent_animate(player,"walk",walk_percent,ANM_CYCLE); } move_mode = IGNORE_YOU + IGNORE_PASSABLE + IGNORE_PUSH + ACTIVATE_TRIGGER + GLIDE; ent_move(move_vec,NULLVECTOR); }
function Check_Ground() { if(me) { c_trace(my.x, vector(my.x, my.y, my.z -10000), IGNORE_SPRITES | IGNORE_PASSENTS | IGNORE_PASSABLE | IGNORE_MODELS | USE_BOX | SCAN_TEXTURE); if(str_stri(tex_name, "grass") == 1) { pnl_Grond1.visible = on; } else { pnl_Grond1.visible = off; if(str_stri(tex_name, "sand") == 1) { txt_Grond2.visible = on; } else { txt_Grond2.visible = off; } }
} }
action Speler_Beweging() { player = my; camera.genius = my; c_setminmax(me); while(1) { if(my.Health > 0) { check_keys(); check_ground(); } wait(1); } }
Last edited by SurudoiRyu; 01/08/08 20:51.
-The Dragon's Eye is alway's watching you!-
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Re: TEX_NAME help
[Re: SurudoiRyu]
#176927
01/08/08 21:40
01/08/08 21:40
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Joined: May 2005
Posts: 2,713 Lübeck
Slin
Expert
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Expert
Joined: May 2005
Posts: 2,713
Lübeck
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I made a cuple of small changes but I am not sure if it works...: Code:
//defines define Health, skill1; define WSpeed, skill2; define RSpeed, skill3; define JumpHeight, skill4; define AttackSpeed, skill5;
//Vars var move_vec[3] = 0,0,0; var idle_percent = 0; var walk_percent = 0;
//Debug Tekst bmap bmpGrond1 = "sand.pcx"; //Grass Grond string str_type2 = "Grass"; // Zand Grond //Water Grond //Modder Grond
//Lettertype font fnt_century12 = <Centur12.pcx>,16,20; // Century12 font
//Grond Panels panel pnl_Grond1
{
bmap = bmpGrond1;
layer = 21;
pos_x = 0;
pos_y = 0;
//on_click = get_off_grond1;
flags = overlay,transparent,refresh;
}
text txt_Grond2
{
pos_x = 0;
pos_y = 65;
layer = 15;
font fnt_century12;
string str_type2;
} ///Einde Debug Scripts
function check_keys() { move_vec[0] = (key_w - key_s)*15 *time; move_vec[1] = (key_a - key_d)*10 *time; If (move_vec[0] == 0 && move_vec[1] == 0) { idle_percent = (idle_percent +5*time)%100; ent_animate(me,"idle",idle_percent,ANM_CYCLE); } else { walk_percent = (walk_percent + sign(move_vec[0])*5*time)%100; ent_animate(player,"walk",walk_percent,ANM_CYCLE); } move_mode = IGNORE_YOU + IGNORE_PASSABLE + IGNORE_PUSH + ACTIVATE_TRIGGER + GLIDE; ent_move(move_vec,NULLVECTOR); }
function Check_Ground() { c_trace(my.x, vector(my.x, my.y, my.z -10000),IGNORE_ME | IGNORE_SPRITES | IGNORE_PASSENTS | IGNORE_PASSABLE | IGNORE_MODELS | SCAN_TEXTURE); if(str_stri(tex_name, "grass")) { pnl_Grond1.visible = on; }else { pnl_Grond1.visible = off; if(str_stri(tex_name, "sand")) { txt_Grond2.visible = on; }else { txt_Grond2.visible = off; } } }
//skill1: Health 100 //skill2: WalkingSpeed 2 //skill3: TurningSpeed 10 //skill4: JumpHeight 10 //skill5: AttackSpeed 10 action Speler_Beweging() { player = my; camera.genius = my; c_setminmax(me); while(my.skill1) { check_keys(); check_ground(); wait(1); } }
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Re: TEX_NAME help
[Re: Slin]
#176928
01/09/08 01:24
01/09/08 01:24
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Joined: May 2007
Posts: 185 Netherlands
SurudoiRyu
OP
Member
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OP
Member
Joined: May 2007
Posts: 185
Netherlands
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No it indeed still doesn't work :S Does anyone have a sample or know how to do this ? I just want to check the texture beyong my character and then display the sort of type grond it is on the screen.
Thnx allready for the great help slin maybe u know how to do it. ill know it soon ^^. i hope...
-The Dragon's Eye is alway's watching you!-
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Re: TEX_NAME help
[Re: SurudoiRyu]
#176929
01/09/08 09:29
01/09/08 09:29
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
Expert
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Expert
Joined: Mar 2006
Posts: 2,503
SC, United States
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I don't have the materials to test it out right now, but I'll get to it ASAP.
First thing I'd try is directly displaying tex_name in a text panel, instead of switching panels...
EDIT: Also, are you sure the loop is running?
Last edited by xXxGuitar511; 01/09/08 09:30.
xXxGuitar511 - Programmer
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Re: TEX_NAME help
[Re: xXxGuitar511]
#176930
01/09/08 09:37
01/09/08 09:37
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Joined: May 2007
Posts: 185 Netherlands
SurudoiRyu
OP
Member
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OP
Member
Joined: May 2007
Posts: 185
Netherlands
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Yeah cause i can walk and when i enter the game i see the first (panel in this way) thing related to the ground before i did it with 2 text's but i thought it was the flag refresh that needs to be on  thats why there is 1 panel in. only when i enter i see the thing related to the ground where i stand on but when i walk to another piece of ground it doesn't do anything. I uploaded my map so you can download and test it your own My Demo World
Last edited by SurudoiRyu; 01/09/08 09:48.
-The Dragon's Eye is alway's watching you!-
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