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I wasn't aware that any timer depened on the walking speed of a "Player Characer"? Is this really true? If yes, is there any other way around that issue? ( I have way to many maps to fix if it is.) Isn't there a timer that isn't dependent on the movement of characters (like maybe the animation timers) that we can use? (an Independant timer, maybe)
Oh my, this isn't good...
I haven't got the foggiest idea why it would, unless you link your timer to a character's walking animations and/or set the timer count based on character's walking speed.
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Originally posted by Stark Bledfast: **I haven't got the foggiest idea why it would, unless you link your timer to a character's walking animations and/or set the timer count based on character's walking speed.
**
Is there any other timer that can be used?
Originally posted by Albadar: Is there any other timer that can be used?
Yeah, make your own.
Straytoaster developed an excellent theory on how to make a timer, and it works beautifully. You can find the timer dev tools (url="http://"http://www.ambrosiasw.com/cgi-bin/vftp/dl-redirect.pl/timer_dev_tools.sit?path=coldstone/resources&file;=timer_dev_tools.sit")here(/url).
I could have been mistaken. :redface:
Nevertheless, I had some problems with my game. In attempting to fix it, I pasted the main.cet of the medieval game into my own. When testing, my Player had slowed down. And when I checked the keydown to see how much time had gone by, it was way too little. When I removed the speed attribute, the Player moved well and the timer sped up. I used Stark's timer.
Who knows, though, perhaps it was due to a different problem at the time. You might want to try it in a map to see if there's a difference in your game.
------------------ -- Debra Danillitphil Productions
(This message has been edited by Debra (edited 04-18-2003).)
Originally posted by Debra: **I could have been mistaken. (et al)
Thank you all for responding. And to Stark Bledfast for the link to the file. And Straytoaster for the way to incorperate it.
It looks as if I will have to add the "invisible walking" NPC to all the maps I have to get his timer to work. Man, You'd think they'd have put in some kind of timer for us to "clock" against! Oh well, I'll continue to work at it. The building of this is more gratifing than I thought it would be.
(Message edited for spelling).)
(This message has been edited by Albadar (edited 04-19-2003).)
Originally posted by Albadar: It looks as if I will have to add the "invisible walking" NPC to all the maps I have to get his timer to work.
Err... Does that file set still use an NPC? We discovered an improved method, and I thought Stray had redone that file set to incorporate it.
Don't use an NPC. You run into some issues where the NPC can restrict movement of the character, plus it shows up on the screen. Use instead a stamp. There is a detailed instruction list (url="http://"http://stark.evula.net/plugin_faq.htm#tiptimer")here(/url). Note that these instructions are for a plug-in, but it can be easily modified for a stand alone game(just ignore "plug-in load calls" and instead insert the code directly into location local events).
Originally posted by Stark Bledfast: ** ...Don't use an NPC. ...
Use instead a stamp. ... **
Ok. I read the file. That makes a little more sense. But it still sounds like you're loading an "invisible NPC" that has no collision and runs a timer. he he
Now, do you mean that it gets loaded in each maps local events list? (wow, that's a lot of maps!!) Does the graphics (animation) get saved as an NPC or an animation ...where?
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Oh yeah, Can it be placed at 0,0?? Or should it be someplace that isn't going to be hit by the PC I'm using?
You save the graphics as an animation and use a stamp placement event to place it. Yes, it needs to be on EVERY map for full functionality on every map. And, since it is a STAMP, i can't hit the player so that is not an issue, but you can still place it at 0, 0 if you like.
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Originally posted by Albadar: Ok. I read the file. That makes a little more sense. But it still sounds like you're loading an "invisible NPC" that has no collision and runs a timer. he he
Yeah, it is identical to the invisible NPC, except that you will be using an animated stamp instead of an NPC. The advantage to this is that your timer won't show up as a blue dot on your maps, nor will it interfere in any way with the player.
Understand also that the animated stamp isn't running a timer; it is the timer. What you are doing is placing events on the individual frames of the animation, and then make the animation loop indefinitely. As it loops the events are run which will increment a global, and then on a different frame it will check the globals to run whatever timed events you wish.
Now, do you mean that it gets loaded in each maps local events list?
Yes. The timer will only function if it is running. Since you can't save anything in "memory" you have to have your timer load on each map. Since global values do not change between maps the timer can function seemlessly between maps.
Does the graphics (animation) get saved as an NPC or an animation ...where?
The graphics of your animation are saved in your Pictures directory, as any other graphic that you use. You will create several frames(each as a stand alone picture) and then use Coldstone's animation wizard to piece them together into a single animation file. You will attach the events you wish to run from within the animation wizard. When you have your animation, you will place it on your maps with a stamp control event. You can place the animation anywhere you would like to, as it will be invisible(assuming you use pure white frames) and will not interfere with player movement at all.
Make sense?
Originally posted by Stark Bledfast: **.....
Yeap. And thanks to all.
Originally posted by Albadar: Yeap. And thanks to all.
Excellent. And you're welcome.