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I've been fiddling (well, not really) with my PoG plug-in and I've run across a few issues.
PoG's firepit stamp shows up much farther to the southeast in-game than it does in the editor. This happens on multiple computers. I've also tried copying the fireplace picture and using a duplicateno luck.
I've been trying to make an area-of-effect spell with an animation that expands outward from the caster, but damages enemies. To do this, I tried two things: first, I made a second spell that did nothing but run the animation, then set the first spell to cast the second spell (via Spell Wizard) upon casting. I also tried a Stamp Control which would run the animation at &&PlayerX; and &&PlayerY.; I had no luck with either of them; the first spell worked fine, but the animation didn't run (which I would assume is because the second spell wasn't called by the engine). The "Cast" linked event runs every other action fine except the Stamp Control/Spell Wizard. I also know it's not the animation itselfI've made several different ones, and they work fine under different circumstances.
Has anyone run across something like this before?
------------------ "When angry, count ten. When very angry, swear!" Mark Twain (url="http://"http://www.evula.org/wolvenstudios/projects/tfm.html")The Four Mages(/url), an unfinished quest-oriented plug-in for Pillars of Garendall. | (url="http://"http://www.evula.org/wolvenstudios/projects/tfm_faq.html")TFM FAQ(/url) | (url="http://"http://www.evula.org/wolvenstudios/projects/tfm_log.html")TFM Progress Log(/url) Cafalll, the only permanent employee of (url="http://"http://www.evula.org/wolvenstudios/")Wolven Studios(/url).
(This message has been edited by Cafalll (edited 12-04-2002).)
bugs, lack of features, buisiness as usual. Sorry to sound glum but colstone is made for what it's made for.
------------------ "The doctor is full of it." spl_cadet "Lincoln was a murderous bastard." Soviet Mikee
Cafall: did you try the method I outlined last night? If so, at which point in the event chain is the error happening?
As to the firepit stamp, is the displacement only for the firepit, or for all stamps?
------------------ Is if evil? Well then, it is evil and yet I do it. - The Crucible, Arthur Miller.
Quote
Originally posted by Cafalll: **I've been fiddling (well, not really) with my PoG plug-in and I've run across a few issues.
**
Cafalll
you did remember "Don't forget that the stamp control action takes absolute pixel coordinates, not the tile coordinates. One tile = 32 pixels in PoG"
and
id have to see the source to debug your 2 ploblem cuz nothing jumps to mind.
stray
HEY madman
we know what your opinion of coldstone is, here' s my opinion of you "Whines, lack of imagination, business as usual, sorry to sound so glum but madman's only capible of what hes capible of"
thanx again for your postings, YOU SUCK
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See Coldstone_Tips at: (url="http://"http://coldroom.150m.com/CGE_Stuff/CGE_Tips.html")CGE_Tips(/url)
Originally posted by Celchu: **Cafall: did you try the method I outlined last night? If so, at which point in the event chain is the error happening?
As for the debugging: the before and after dialog both worked. Weird...
The displacement is only for the firepit.
Originally posted by straytoaster: you did remember "Don't forget that the stamp control action takes absolute pixel coordinates, not the tile coordinates. One tile = 32 pixels in PoG"
This is in a custom map.
Originally posted by Cafalll: **This is in a custom map.
Still applies
Originally posted by straytoaster: Still applies
I was placing it via the map editor.
Place the firepit with the map editor, and get the top left pixel coordinate. Then try placing it with the stamp action and see what happens. As for the expanding animation: Create an animation that expands outward (make sure you know how many PoG map tiles it goes) and has a "Kill myself" on the last frame. Then create a bunch of spells, 1 for each possible tile away from you the animation travels. Create an event for each spell. Then every 32 pixels your animation, call the corresponding event, to do expanding damage. On casting the main spell, disable user control and launch the animation via stamp control. The last frame of the animation should link to an event that restores user control (this is necessary, otherwise the player could move away from the animation and cause damage to appear where there is no animation and vice versa).
If the stamp won't load, use a dialog box to debug. Find out if the stamp is invisible, or just not loading. If it is invisible, let me remind you: The add command places the stamp on the same layer as the player. The add background places the stamp one layer below the player (the player can walk on top of it). The add foreground places the stamp one layer above the player (it covers the player). If you have other layers above the player, your stamp (and the player, for that matter) will be underneath these.
------------------ CI-I@()s (url="http://"http://www.evula.org/cha0s/")The Homepage of Cha0s(/url)--(url="http://"http://www.avidgamers.com/cha0s/")Cha0s Boards(/url)
stray: now, now -- this is a respectable gentleman's club -- none of those nasty comments.
(feel free to make them in private, though :))
------------------ One of the last true human freedoms is the freedom to choose one's attitude.
GB
Nah that was last year.
Cafall
you ever fix this?
Originally posted by straytoaster: **Cafall
stray**
I decided it wasn't worth the trouble, so I deleted the spell. I'll fool around with Cha0s's idea, although it seems a bit much for one spell.