RJD |
I have drawn diagonal views for a secret project, but do not know how to incorporate them into my game. What script would I change and what would I change in it?
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Nychold |
Wow, I thought there was a solution already posted here, but I guess not. An attempt was made here, but a minor typo led to an unsolved mystery (Cloudee, & and | are bitwise functions...you needed to use or and and). Some correct (and relatively accurate) code is provided below:
(if ((<=(send client:heading) 22) or (>=(send client:heading)337))(send client:loop(3))) (if ((>=(send client:heading) 23) and (<=(send client:heading) 67))(send client:loop(5))) (if ((>=(send client:heading) 68) and (<=(send client:heading)112))(send client:loop(0))) (if ((>=(send client:heading)113) and (<=(send client:heading)157))(send client:loop(7))) (if ((>=(send client:heading)158) and (<=(send client:heading)202))(send client:loop(2))) (if ((>=(send client:heading)203) and (<=(send client:heading)247))(send client:loop(6))) (if ((>=(send client:heading)248) and (<=(send client:heading)292))(send client:loop(1))) (if ((>=(send client:heading)293) and (<=(send client:heading)336))(send client:loop(4)))
Replace this with "DirLoop(...)" in cycle.sc. The loops 4, 5, 6, and 7 represent upper left, upper right, lower left, and lower right respectively. Feel free to change the loops to whatever you want. Hope this helps!
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RJD |
Thanks. I got it working! The views are used at the wrong times, where he will do the moonwalk, etc, but that will be easy to fix. Thanks!
Edit: It works fine now, but it looks akward when Ego stops walking and has a leg in the air, etc. I looked through the forums, but apparently nobody's asked about idle views. I know its been done, in LockerGnome Quest and many Sierra SCI games, but..how?
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Nychold |
Download the source code to LockerGnome Quest, and look in Cycle.sc. There's an extra class at the end called StopWalk. Start there.
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RJD. at school |
I've copied n pasted the StopWalk code from LockerGnome, but it doesnt seem to do anything. Is it supposed to work, or do I need more directions? Remember, I need idle views for all 8 directions.
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Nychold |
You have to set your actors' and/or ego's cycler to StopWalk, instead of Walk. ie:
(send gEgo:setCycle(StopWalk 1))
And there are some other, smaller details, but I'll let you figure them out. :D
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RJD |
Well, I got that fixed, thanks to Nychold, but now I have yet another question. I know I'm probably being a bit annoying with all these questions.... I don't recall having seen this done in any SCI0 games before, but it is in nearly all VGA games. I want the Ego to turn as he walks. For example: Ego is facing east, and player clicks to west of him. I want Ego to face directly front or back and then a diagonal view inbetween these two side views. Do you guys understand my question? Has this been done before in an EGA game?
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doan sephim |
i think that that was done in quest for glory 2, but i definately dont know how you'd go about pulling it off...sorry. anyone else have an idea?
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