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Paradox-01 (talk | contribs) m (visible GunkQuad limit is 8192, problem could be managed with env_show) |
Paradox-01 (talk | contribs) (some untested BSL code to manage object groups, my only worry is that some simultaneous hiding/unhinding will make objects 'flash' for a moment) |
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* grids in front of ventilation shafts (a little door object could be an alternative) | * grids in front of ventilation shafts (a little door object could be an alternative) | ||
** at the moment this can't be done because characters can't sneak under the top edge of the opening (the characters collision spheres are too big) | ** at the moment this can't be done because characters can't sneak under the top edge of the opening (the characters collision spheres are too big) | ||
* managing object groups with trigger volumes (save multiple objects in one dae file) | |||
https://dl.dropboxusercontent.com/u/139715/OniGalore/TV_triggered_env_show.png | |||
func hide_all_object_groups | |||
{ | |||
# env_show id [1|0] | |||
env_show 0 0 | |||
env_show 1 0 | |||
env_show 2 0 | |||
# ... | |||
env_show 24 0 | |||
} | |||
func show_object_group (int colA, int colB, int colC, int colD, int colE, int colF, int colG, int colH) | |||
{ | |||
env_show (colA, 1) | |||
env_show (colB, 1) | |||
env_show (colC, 1) | |||
env_show (colD, 1) | |||
env_show (colE, 1) | |||
env_show (colF, 1) | |||
env_show (colG, 1) | |||
env_show (colH, 1) | |||
# if user uses 0 he must place it as first argument | |||
# missing arguments like in "show_object_group (20, 21, 6, 19, , , , ) | |||
# are taken to be 0, so we must take care of unwanted zeros | |||
if (colG eq 0) and (colH eq 0) | |||
{ | |||
# hide 0 collection | |||
env_show (0, 0) | |||
} | |||
} | |||
func TV_0_enter | |||
{ | |||
hide_all_object_groups | |||
# show object group of entered TV and of neighboring TVs | |||
# (center, north, north east, east, east south, south, south west, west, west north) | |||
# there's a limit of 8 arguments per function | |||
show_object_group 0 1 2 3 4 5 6 7 | |||
show_object_group 8 | |||
} | |||
func TV_6_enter | |||
{ | |||
hide_all_object_groups | |||
show_object_group 6 7 0 5 18 19 20 21 | |||
show_object_group 22 | |||
} | |||
func TV_20_enter | |||
{ | |||
hide_all_object_groups | |||
show_object_group 20 21 6 19 | |||
} | |||
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Why do AI run against the trees? The vegetation isn't on the BNV so no red grids were created. | Why do AI run against the trees? The vegetation isn't on the BNV so no red grids were created. | ||
Add simple geometries like ''_marker_impassable fences'' near the BNV to fix the problem. | Add simple geometries like ''_marker_impassable fences'' or danger quads near the BNV to fix the problem. | ||
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