Hi,
I was able to get a portrait added to the hud.
Watch the dx and dy because they are image size parms in r_hud_image command.
See Hirato's legend that he put under the commands.
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Debugging Combat
Re: Debugging Combat
not as compact as mine, but still pretty nice; good work!
This is not a url, clicking it is pointless
Re: Debugging Combat
Thanks, I have a long way to go before things start getting looking good.
Re: Debugging Combat
Hi,
I seem to have done something wrong. I noticed that I am never taking any damage from the wolf.
I can attack the wolf and kill it with my sword. But I expect to take some damage and never do.
I created the status for the fangs:
I created the fang item:
I added the script to trigger the combat:
Way points are not added yet.
Can you tell me if I missed something?
Regards,
Lou
I seem to have done something wrong. I noticed that I am never taking any damage from the wolf.
I can attack the wolf and kill it with my sword. But I expect to take some damage and never do.
I created the status for the fangs:
Code: Select all
//Fang damage
r_status_friendly 0 //this is decidedly hostile
// instantly remove 20 HP
r_status_addgeneric $STATUS_HEALTH -20
Code: Select all
r_item_name "Fangs"
r_item_description "If you see this, submit a bug report."
r_item_use_new_weapon // 1
r_item_use_cooldown 5
r_item_use_new_status 2 $ATTACK_SLASH 1
r_item_use_slots (| $SLOT_LHAND $SLOT_RHAND)
r_item_use_skill $SKILL_MELEE
r_item_use_range 10
r_item_use_cost 0
r_item_use_target $T_HORIZ
r_item_use_chargeflags $CHARGE_MAG
r_item_use_angle 8 //degrees
r_item_use_lifetime 0
r_item_use_recoil -5
//r_item_use_projeffect -1
//r_item_use_traileffect -1
//r_item_use_deatheffect -1
Code: Select all
//Critter Wolf Script
//include default script
include scripts/1
//Notice faction checking is in place but in simple mode
//If you try to talk he will attack
r_script_signal talk [
if (!= (r_get_faction self) (r_get_faction actor)) [
r_action_clear self
r_action_attack self actor
]
]
//If you hit him he will attack
r_script_signal hit [
if (!= (r_get_faction self) (r_get_faction actor)) [
if (= (r_get_state self) $CS_ALIVE) [
r_action_clear self
r_action_attack self actor
]
]
]
//If you are close to him he will attack
r_script_signal update [
if (r_cansee self player) [
r_action_clear self
r_action_attack self player
]
]
//If you bump him he will attack
r_script_signal collide [
if (!= (r_get_faction self) (r_get_faction actor)) [
r_action_clear self
r_action_attack self actor
]
]
r_script_signal spawn [
//r_action_wander self 0 96 0
//Add his weapons and equip it
r_additem self 1 1
r_equip self 1 0
]
Can you tell me if I missed something?
Regards,
Lou
Re: Debugging Combat
things look right, can't be sure without knowing the indices... but this part.
The second argument should be an item reference, I'm surprised the game isn't annoying you with warnings.
You want this.
Code: Select all
r_script_signal spawn [
//r_action_wander self 0 96 0
//Add his weapons and equip it
r_additem self 1 1
r_equip self 1 0
]
You want this.
Code: Select all
r_script_signal spawn [
//r_action_wander self 0 96 0
//Add his weapons and equip it
r_additem self 1 1 [ r_equip actor self 0 ]
]
[/code[
This is not a url, clicking it is pointless
Re: Debugging Combat
It Works!!!!!!
That was what it was, thanks.
I was getting an error but it was generic and not script specific so I was not sure where it was coming from.
Lou
That was what it was, thanks.
I was getting an error but it was generic and not script specific so I was not sure where it was coming from.
Lou