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Posted: Fri Jul 22, 2005 12:06 pm
by ska
I'm not an experienced mapmaker, and I don't know how teleportation works in the plugs where I've seen it, but it seems to me that if teleportation works, then jumping might work too. Instead of reappearing where you've clicked, the unit could throw an object that looked like itself, and it would reappear where the object landed.
If anyone could tell me about teleportation, this idea, or anything that would help me get an idea like this working, I will cook an early three-course dinner for them and their parents!
Posted: Fri Jul 22, 2005 7:12 pm
by Horus
Actually I came up with the same idea about two years ago and I having working script for it. :p
Just expect to see it in the Deity of all Myth Expansions
Edited By Horus â„¢ on 1122249452
Posted: Sat Jul 23, 2005 6:57 am
by haravikk
Ska, you're along the right lines, but it will likely require you to do some collection editing in Amber.
It wouldn't be easy however, now I'm going to assume that you're hoping for as flexible a system as possible (ie the unit jumps when the user tells it too).
First you'd need the unit set-up to throw a jumping projectile, ie what it will look like while 'in flight'.
The unit can then have this is an attack, the attack sequence for this will be an animation of the unit actually preparing to jump then starting to jump upwards, at the point where the unit should actually take off, it should become invisible. This would account for any delay in the map-script detecting the jumping unit. The user wouldn't see the invisibility however, as it would become invisible as the jumping projectile appears.
The script on the map would check for any of these units using it's special ability, if one is using this then it will be made invisible. It's jumping projectile is now flying through the air.
When it lands it should stop moving immediately (this is easy enough to do by having it promote to a motionless copy when it hits the ground), this is to avoid bouncing which would look rather odd.
The map script then detects this stationary projectile using a GEOM, it will then remove the projectile, and at the same time, put the original unit in its place and make it visible again.
The sequence which makes the unit visible however could be a projectile which animates to look like the unit landing and standing back up again.
This is by no-means the easiest of things to do, and would require a lot of fiddling with script. But it is do-able if you really want to put in the effort to do it, otherwise teleportation or clever use of camera movement can be used instead
Posted: Sun Jul 24, 2005 10:41 am
by Lothar
And don't forget that GEOM's are evil anyway.
Posted: Sun Jul 24, 2005 11:52 am
by A-Red
Lothar wrote:And don't forget that GEOM's are evil anyway.
Actually, they are very, very nice.
It's even in the Bible:
"And God looked down upon the Geometry Filter actions and saw that they were good."
--Genesis 1:26
A-Red
Posted: Sun Jul 24, 2005 1:17 pm
by William Wallet
"...Grandaddy of all Myth Expansions...."
(cough)
........ Freedom 3 ............
Posted: Sun Jul 24, 2005 6:58 pm
by Horus
Posted: Mon Jul 25, 2005 6:10 am
by haravikk
Lothar wrote:And don't forget that GEOM's are evil anyway.
GEOM's are only evil if you forget the virgin sacrifice before using one, otherwise they are extremely useful and allow for some of the most intuitive scripting
And this isn't a thread for plugging myth add-ons, and if it were, neither of you are finished so you've very little to shout about anyway
Posted: Tue Jul 26, 2005 11:57 am
by William Wallet
Horus ol' boy, you crack me up.
Posted: Tue Jul 26, 2005 2:42 pm
by ducky
ska doesn't have an account here so he can't reply.
however, he wishes to thank you all profusely for your help. so here's to a proxy thank you.
Posted: Tue Jul 26, 2005 8:34 pm
by ska
Cool, I do have an account. Which is nice because I'll probably be asking a million questions related to my new(b) project!
Thanks a lot everyone!
Posted: Wed Jul 27, 2005 1:27 pm
by haravikk
Cool, now that you've signed up I think it important to note that there is a $1,000 signing-up tax that we'll be charging to your credit card
Posted: Wed Jul 27, 2005 2:20 pm
by ska
er... ::jumps to mexico::