kyleblakely42
Member
To clarify, this isn't exactly a request, and I'm not sure what to classify it under. I'm more asking if I'm goign the right route, and that this is a scripting problem?
My team and I are working on my project and we're completely stumped. Considering that none of us are scripters, that would be the reason why. One of the main goals, and one of the reasons that our project is uniquie is because the environment will be made to be completely interactive. For instance: in the real world, if you could cast magic. Lets say, Fire for instance. What would happen if you cast it on a barn? The barn would burst into flames, would it not?
In most game worlds, you can't even actually use 'Fire' outside of battle. But what if it had practical use? What if you could use Fire to burn things, like you could in real life? Hence our problem:
The most logical conclusion (at least to me anyway) was to use the fire ability to trigger a common event, that triggers a switch that makes the desired effect happen. That worked fine for a little while, but then we ran into an instance where we needed multiples of the same skill on one map. It wouldn't make any sense if the player used fire, and two trees on completely random sides of the map burst into flame, would it?
I've really been hesitant about posting this, because I figure in my n00bness, I've missed some obvious conclusion, that is staring me in the face. But I can't figure out how to work it, and it's halting development. My guess would maybe be attach a certian attribute to abilities, that makes them trigger a trigger, or something. But the question is, how do I keep that trigger in range? How do I say burn down one tree and not another?
Any help would be appreciated. Even if it is a mocking finger pointing to some tutorial that I just missed.
Thanks.
Ah yes. And if this is in the wrong place. Feel free to whip out the Noobstick and beat me, Mods.
EDIT: I just sent the following message to the brilliant SephirothSpawn
"That would work I suppose. But the thing is that, there would also be a sound involved, but here, I guess I may not understand what you're saying, so I'll map it out.
X-Tree X-Tree blocking path
O-Player
So say that the player casts fire on the tree, right?
X-Tree X-Burning Tree
O-Player
The tree burns down, and the player progresses, not aware that the other tree is burnable. But under my current system the following would happen:
X-Burning Tree X-Burning Tree
O-Player
Because the skill calls a common even that triggers a switch that's the only way I can get it to work. "
Hopefully that explains better.
My team and I are working on my project and we're completely stumped. Considering that none of us are scripters, that would be the reason why. One of the main goals, and one of the reasons that our project is uniquie is because the environment will be made to be completely interactive. For instance: in the real world, if you could cast magic. Lets say, Fire for instance. What would happen if you cast it on a barn? The barn would burst into flames, would it not?
In most game worlds, you can't even actually use 'Fire' outside of battle. But what if it had practical use? What if you could use Fire to burn things, like you could in real life? Hence our problem:
The most logical conclusion (at least to me anyway) was to use the fire ability to trigger a common event, that triggers a switch that makes the desired effect happen. That worked fine for a little while, but then we ran into an instance where we needed multiples of the same skill on one map. It wouldn't make any sense if the player used fire, and two trees on completely random sides of the map burst into flame, would it?
I've really been hesitant about posting this, because I figure in my n00bness, I've missed some obvious conclusion, that is staring me in the face. But I can't figure out how to work it, and it's halting development. My guess would maybe be attach a certian attribute to abilities, that makes them trigger a trigger, or something. But the question is, how do I keep that trigger in range? How do I say burn down one tree and not another?
Any help would be appreciated. Even if it is a mocking finger pointing to some tutorial that I just missed.
Thanks.
Ah yes. And if this is in the wrong place. Feel free to whip out the Noobstick and beat me, Mods.
EDIT: I just sent the following message to the brilliant SephirothSpawn
"That would work I suppose. But the thing is that, there would also be a sound involved, but here, I guess I may not understand what you're saying, so I'll map it out.
X-Tree X-Tree blocking path
O-Player
So say that the player casts fire on the tree, right?
X-Tree X-Burning Tree
O-Player
The tree burns down, and the player progresses, not aware that the other tree is burnable. But under my current system the following would happen:
X-Burning Tree X-Burning Tree
O-Player
Because the skill calls a common even that triggers a switch that's the only way I can get it to work. "
Hopefully that explains better.