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Several Questions (RPG Mode)

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Intyalle
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Several Questions (RPG Mode)

Post by Intyalle »

I want to have an idea of what is and isn't possible before I really get started in on thinking up an idea for my game, so...

1) Can I link maps? In such a way that if you go to one map and then come back to the first, any changes (picked up items and such) are still in place, and quests and such are carried across all maps? (The biggest reason I would like to do this is that I'm very much a detail person, which means I have a *lot* of trouble trying to create large maps; a lot of smaller maps would serve me a lot better.)

2) Save games? Is it possible to create these and then use them later (loading)?

3) Remove all the original sandbox menu (with the load map, edit mode, etc) and replace it entirely with a custom menu? This would be for when the game is finished.


4) Is it possible to change the player model, and would it be possible to give a player the option of one of several models to use? Not only this, but to custom models and not the ones already with sandbox?

5) How would weapons/attacking work? As far as I can tell, none of the rpg maps that come with sandbox have this, so digging through the .cfg files for code I can butcher to my own purposes isn't an option :P


I'm sure I was going to ask some other things, but they do appear to have gone poof. Well except about animals and weather, but I already found the answer to that which was, pretty much, no. Although, that's another thing; how to make a creature hostile so it will attack you if you approach it? That kinda comes under 5, but yeah.
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Runescapedj
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Re: Several Questions (RPG Mode)

Post by Runescapedj »

1) Yeah, it's poss, but I don't know how... sorry, I think you need coding
2) Yeah, it's poss 2, I think you can better download TGC (the golden coin) and see how they did it
3) This is poss 2, 2 do this, you need 2 delete the code with the esc-key (or change it 2 your own menu) and delete the e-key code (otherwise people can jump in edit mode 2 easy finish the game)
4) Of course this is poss, but you need 2 change the files of the robochimp or the ogro 2 your own 2 do that, and that'll be really hard
5) There'll come a waterwars soon, this'll make you shoot in sandbox, so you can use combat attacks, althought I don't know how

Sorry, idk any coding, but I hope this'll help you

And for your last question, I think you can look in master chef ogro, it's poss, I already saw it in a normal map 2, but you need 2 code 4 that
Hirato
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Re: Several Questions (RPG Mode)

Post by Hirato »

This information is based upon SVN, and the future 2.6.0 release...

1) yes, r_teleport invocations require a teledest tag and also takes an optional mapname. if provided it'll take the selected entity to the map in question. The map's state is saved until you return to it.

2) yes, the RPG's savegame mechanism does two things, it saves all the provided definitions, and the states of all the maps and entities and everything inside it, and it takes a scaled down screenshot. the screenshot consists of whatever is on screen at the moment, the menu delays it till the next frame.

3) yes, all of it is scripted, see data/menus.cfg and data/rpg/menus.cfg

4) It's possible to change the initial value via r_char_mdl. You provide a directory name, the name is concatenated onto "packages/models/", the models can utilise md2, md3, md5, obj, smd and iqm formats. You can also change the model through the use of polymorph spells (r_status_addpolymorph "model")

5) it simply wasn't implemented. For the most part AI isn't really implemented at present yet either. at the moment they just ran about to random waypoints. if you active chase (/chase 1), they'll strafe and throw colourful (but harmless) confetti at you as well.
In the SVN we've implemented the basics for melee, spells, charged spells, ranged weapons and charged ranged weapons. There are a few gaping deficiencies though. pieces of it haven't even been tested (mainly the charging), skill/stat modifiers aren't applied and ammo isn't expended. which means spells don't use mana and bows don't use arrows.

another thing, the SVN version doesn't have much of a user interface as present,
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Intyalle
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Re: Several Questions (RPG Mode)

Post by Intyalle »

I'm not too worried about bows not using arrows, I was looking more at Diablo-like ranged weapons than Oblivion-type anyway - guess I'm just a nice person :P Mana not being used is more of an issue, as well as the stat modifiers.

Another addition to the question in 1, if I wanted to make it that, say, stepping onto the end of the road teleported you o the map where the road continues... is it possible to choose the point at which the character arrives? Because if it uses the player spawn point, then obviously that's not a feasible way to do it, and I'd have to use something more like a stagecoach system or something.

Thanks for helping, you two :)
Hirato
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Re: Several Questions (RPG Mode)

Post by Hirato »

r_teleport dest map

the needed mechanism is unfortunately not implemented yet, so you'd have to make the character interact with something that'll teleport him elewhere

Code: Select all

 r_script_interact [
    r_execute_actor [ r_teleport somedest somemap]
]
somedest refers to a tag on a teledest entity
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Intyalle
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Re: Several Questions (RPG Mode)

Post by Intyalle »

That works. Thanks :)
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