Poll

Weekly 2: What should the next update be?

More Weapons!
140 (59.1%)
More Depth! *
97 (40.9%)

Total Members Voted: 80

Author Topic: The Medieval Mod  (Read 41904 times)

How do you check if an object is inside of a path?

If you use some scriptobjects and Markers, you could create a hacky "Polygon check" for whether each client is inside the Safe Zone every second or so.
True. The current method works off of when a person enters/leaves a trigger, applying properties as necessary.

I'm going to try to make it consider multipule triggers as 'the same' trigger for the purposes of entering/leaving stacked areas. This won't be that hard to do - I just need to give it another property and add in some more if/else statements.
« Last Edit: November 14, 2007, 11:25:33 AM by Dilt »

The use of multiple triggers would not be very dynamic in terms of using it on multiple maps with as little effort as possible.  If Space Guys's idea about using paths / markers will work, I'd suggest using that.

The use of multiple triggers would not be very dynamic in terms of using it on multiple maps with as little effort as possible.  If Space Guys's idea about using paths / markers will work, I'd suggest using that.
Indeed - Space Guy's might get a bit laggy, though. Dilt does not like hacked solutions that much.

But don't fear, triggers will easily and dynamically work on dedicated servers/etc. See this 'release' of mine (there are plenty of flaws in it, a lot of which are fixed in the full on Area Zones): http://www.blockland.us/smf/index.php?topic=24773.0
Area Zones will include fun features such as saving/loading, naming, properties, and whatnot. Even Shops.

I think I'm gonna try to make a cannon for this.

I think I'm gonna try to make a cannon for this.
Awesome. We need more siege weaponry. :D

Using paths / markers wouldn't be a hackish solution.  It's the best way I can think of to define custom areas.  Say you had a pyramid and you wanted the inside to be safe and the outside not to be safe.  How would you define the safe area?  Paths / markers seems like the best solution to me, and you could define them using a method similar to your Safe Zone Marker.  Now, the tricky part will be scanning for particular objects within the defined areas.  I'm not exactly sure how Space Guy plans to do it.

Using paths / markers wouldn't be a hackish solution.  It's the best way I can think of to define custom areas.  Say you had a pyramid and you wanted the inside to be safe and the outside not to be safe.  How would you define the safe area?  Paths / markers seems like the best solution to me, and you could define them using a method similar to your Safe Zone Marker.  Now, the tricky part will be scanning for particular objects within the defined areas.  I'm not exactly sure how Space Guy plans to do it.
Right. I'll take that back, I'm not really too sure about if it would be hackish or not. It might use up some CPU though, which is why I was shooting out the H word.

Oh noes!  Not the 'h' word!!!

Mmmmkay I'll build the test town if I have the time. Scratch that Bushi is almost done.
« Last Edit: November 14, 2007, 04:19:29 PM by LegoEggo »

Test town is almost done, I need someone to do something for me.

My old Datablock System failed epically and I need someone to ATTEMPT to make an easy system for making non-combat items with very few datablocks.

And for someone to tell me how many datablocks you can use in the first place.

PM me the details of what you're wanting to do.

PM me the details of what you're wanting to do.
That (except me too), or post it on the forums

I know a good armor idea, make it so there is one master armor code, then just multiple more with just 3 datablocks (Item, image, saving damage)

if we got a customid variable of sorts, we could make infinite objects in 3 datablocks.

then on use
Code: [Select]
if(%customid == 1){//item1
}
if(%customid == 2){//item2
}
//ect

We would need it so that onpickup it would make the id the respawn time and then respawn at a server-set amount of time using custom functions.