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hole in the wall? #339023
08/23/10 21:37
08/23/10 21:37
Joined: Aug 2002
Posts: 164
Houston
Nicholas Offline OP
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Nicholas  Offline OP
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Joined: Aug 2002
Posts: 164
Houston
I'm sure everyone is familiar with the cartoon holes in the wall. Pick up a black circle, throw it onto a wall and now you can walk through the wall.

I'm looking for a code that'll let me do that.
I know I can just create an entity at the throw point that will just move me to the new location, but I want to smoothly walk through it. So I can be halfway through the wall as opposed to being in one spot and then just appearing in another.

I also need to make sure that the hole will show up only on parts where there is enough space on that texture surface. I.e. not on the corners where it'll overlap the edge. I would assume a c_trace would work for this, just not sure how to do it.

thanks


Black holes are where God divided by zero.
Re: hole in the wall? [Re: Nicholas] #339037
08/24/10 00:12
08/24/10 00:12
Joined: Apr 2006
Posts: 737
Ottawa, Canada
O
Ottawa Offline
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Ottawa  Offline
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Joined: Apr 2006
Posts: 737
Ottawa, Canada
Hi!

Interesting project creating a hole in the wall.

I would do the hole in the wall and then fill it with a bloc (same texture)
Then I would make a sprite and have the entity move it.
When the sprite touches the wall it would make the block become invisible and
passable.

The entity would only have to walk through

Is this what your looking for?

Re: hole in the wall? [Re: Ottawa] #339044
08/24/10 04:44
08/24/10 04:44
Joined: Aug 2002
Posts: 164
Houston
Nicholas Offline OP
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Nicholas  Offline OP
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Joined: Aug 2002
Posts: 164
Houston
not quite, I was wanting to make it dynamic where they could throw it on any wall with a certain texture.


Black holes are where God divided by zero.
Re: hole in the wall? [Re: Nicholas] #339049
08/24/10 06:49
08/24/10 06:49
Joined: Aug 2007
Posts: 1,922
Schweiz
Widi Offline
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Widi  Offline
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Posts: 1,922
Schweiz
That is not possible with blocks.

Re: hole in the wall? [Re: Widi] #339065
08/24/10 10:00
08/24/10 10:00
Joined: Feb 2008
Posts: 3,232
Australia
EvilSOB Offline
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EvilSOB  Offline
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Posts: 3,232
Australia
As a crude idea for the hole itself, get the hole attached to the wall as a decal.
These are just ideas, open to everyone for comments. Ive never tried any of them...

Then while the player is 'touching' it, or 'penetrating' it, try one of the following...
1> move the player with the IGNORE_WORLD switch in its c_move.
2> move the player with the wall set to YOU, and the IGNORE_YOU in players c_move.
3> move the player with simple XYZ adjustments rather than c_move.
4> make that wall PASSABLE. If its a level-block, try setting 'level_ent' to passable,
or do the players c_move with IGNORE_WORLD.
5> make the wall and the player have the same "group" property so they ignore collisions
with each other (check the manual under c_move, 'IGNORE_PUSH' section).


"There is no fate but what WE make." - CEO Cyberdyne Systems Corp.
A8.30.5 Commercial
Re: hole in the wall? [Re: EvilSOB] #339112
08/24/10 17:09
08/24/10 17:09
Joined: Aug 2002
Posts: 164
Houston
Nicholas Offline OP
Member
Nicholas  Offline OP
Member

Joined: Aug 2002
Posts: 164
Houston
that's not a bad idea and probably what I might end up trying, but I don't see how that would work if I only want the player to go through the hole. from what I can tell that would make the entire wall passable, not just the area with the hole in it.


Black holes are where God divided by zero.
Re: hole in the wall? [Re: Nicholas] #339120
08/24/10 18:35
08/24/10 18:35
Joined: Feb 2008
Posts: 3,232
Australia
EvilSOB Offline
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EvilSOB  Offline
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Joined: Feb 2008
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Australia
Yes it would make the entire wall passable, but if it is only set
passable DURING the players action, then no other entities can make use of it.

The tricky part of all this is to have the player action be able to recognise
when it is inside the hole, and therefore ignore the wall...
No ideas on that part yet...


"There is no fate but what WE make." - CEO Cyberdyne Systems Corp.
A8.30.5 Commercial
Re: hole in the wall? [Re: EvilSOB] #339135
08/24/10 19:28
08/24/10 19:28
Joined: Aug 2002
Posts: 164
Houston
Nicholas Offline OP
Member
Nicholas  Offline OP
Member

Joined: Aug 2002
Posts: 164
Houston
That's not a bad idea. I'm trying to get something working like portal so a hole in the wall linked to one in the floor might be kinda weird.
solution to recognizing if it's in the hole is to have an invisible entity attached to the hole that uses collision detection only with the player to know if it's within the right area to run the code. as for making the wall and floor work properly, I could make it so that only the one wall I am currently in will be passable until I go 50%+ through the hole and then the other one will be passable.as for the visuals I was going to add a 3d view entity on the wall and hope that would work for both sides.
If they have the same texture though, I don't know how to do that, since I was thinking of using a trace funtion to see if there was still enough space around the hole based on the texture and which ones would be shootable.


Black holes are where God divided by zero.
Re: hole in the wall? [Re: Nicholas] #339142
08/24/10 20:06
08/24/10 20:06
Joined: Feb 2008
Posts: 3,232
Australia
EvilSOB Offline
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EvilSOB  Offline
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Posts: 3,232
Australia
Sounds possible, even though Ive never tried anything like it.
Logic sounds good to me...


"There is no fate but what WE make." - CEO Cyberdyne Systems Corp.
A8.30.5 Commercial

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