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Re: Eventcoding??? [Re: Espér] #276937
07/07/09 07:41
07/07/09 07:41
Joined: Jan 2004
Posts: 3,023
The Netherlands
Helghast Offline
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Helghast  Offline
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Joined: Jan 2004
Posts: 3,023
The Netherlands
you can make events based off of triggers.
if you hit a trigger, some function will run, executing a piece of code.

that's how i made my RPG games usually before, indeed, idea stolen from RPGmaker :P

(use push values and event_entity to get the triggers setup)

regards,


Formerly known as dennis_fantasy
Portfolio - http://www.designorhea.com/
Project - http://randomchance.cherrygames.org/
Re: Eventcoding??? [Re: Helghast] #277060
07/07/09 15:21
07/07/09 15:21
Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
Espér Offline OP
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Espér  Offline OP
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Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
uuh.. don´t think so.. The Rpg maker has stolen the eventcoding from the "Hexen" Editor ^^ ( wich was released for the game "Hexen" in 1991 ).


Hmm.. Yes.. But.. look at the Screen:


Every task witch startes with a "@>" is an eventcode.. how to tell the pointer wich is linked to this event, to do code by code.. from the top to the bottom of the list..
And the "Script:" Code, is an eventcode based scripteditor.. but that´s not needed ^^


Selling my Acknex Engine Editions (A7 Com & A8 Pro):
>> click here if you are interested <<
Re: Eventcoding??? [Re: Espér] #277208
07/08/09 10:12
07/08/09 10:12
Joined: Jan 2004
Posts: 3,023
The Netherlands
Helghast Offline
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Helghast  Offline
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Joined: Jan 2004
Posts: 3,023
The Netherlands
I ment that i based my event codes off of RPGmaker wink

anyway, here's the code i made for event based trigger coding:

Code:
// camera trigger setup
function triggerEvent() {
	switch(event_type) {
		case EVENT_PUSH:
			set(my, FLAG1);
			return;
	}
}

action eventTrigger() {
	c_setminmax(my);
	// sensible for push collision
	set(my, INVISIBLE | POLYGON);
	
	// make sure it always has a lower push value then the player
	my.push = player.push - 1;
	
	// make it enable push collision
	my.emask |= ENABLE_PUSH;
	my.event = triggerEvent;
	
	while(me) {
		if(is(my, FLAG1)) {
			reset(my, FLAG1);
			// call your own custom function in here!
		}
		
		wait(1);
	}
}



That should get you started smile good luck.

regards,


Formerly known as dennis_fantasy
Portfolio - http://www.designorhea.com/
Project - http://randomchance.cherrygames.org/
Re: Eventcoding??? [Re: Helghast] #277275
07/08/09 16:07
07/08/09 16:07
Joined: Feb 2009
Posts: 2,154
Damocles_ Offline
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Damocles_  Offline
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Joined: Feb 2009
Posts: 2,154
There is not simple code sollution to "eventcoding"
This is also not something a general Engine like acknex
should hardwire as functionality.

Things like you see in the RPS Maker are things that
are realized by your gamespecific-gameengine on top the
(acknex)base-gameengine.
It depends how you make your game-architecture.

---

You could implement your own trigger-manager, that
constantly observes the positions of the valid objects for example.
Then it could spawn trigger like:
-one time activation trigger by any entity
-one time activation trigger by a specific entity
-multi-time on/off triggers by any entity or specific one
-triggers that have a timer
-triggers that are independent of position
-triggers that get activated by external commands,

so all kinds of triggers that act to a specific state
of the gameworld.

An eventmanager can observe these triggers, and spawn
a certain scripted sequence when activated.
This could be hardcoded functions, or using some selfmade
script-interpreter and statemachine on your own.

---

there is no 5 line code soluton to your problem,
and such an eventmanger would also not be a
sensefull ready-implemented feature in the acknex engine,
as there are too many specific ways how to handle it
depending on the game that is beeng developed.

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