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I created a boss npc that summons zombies with a spell which uses the NPC control to add an zombie. But when he casts it it creates 3 zombies and I can't control my player anymore. My player runs and tries to get away from the newly summoned zombies. I didn't put anything in that makes the player run away and didn't even know you could. How do I stop this?
------------------ Thanks, GrahamVH graham@warcraftcentral.com Coldstone Developer (url="http://"http://www.warcraftcentral.net/legends/main.html")http://www.warcraftc...gends/main.html(/url)
strangest thing i've ever heard. it sounds surreal. I have half an idea, when a spell is cast on a pog player, it flips back to the first frame of its directional animation, ie, if its facing away from the player it will face north once the spell hits. Is you're animation of type 'standard'? is it switching to any of animation indeces in your players file?
the closest thing i've ever seen was when defeating invisible NPCs(white pict file) at close range with a spell they will take on your appearance and then die.
that's just plain freaky.
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(This message has been edited by ellrx (edited 06-30-2003).)
Quote
Originally posted by ellrx: **strangest thing i've ever heard. it sounds surreal. I have half an idea, when a spell is cast on a pog player, it flips back to the first frame of its directional animation, ie, if its facing away from the player it will face north once the spell hits. Is you're animation of type 'standard'? is it switching to any of animation indeces in your players file?
**
I asssure you it is real. I thought it was strange also but it's like I become an NPC it even shows a empty life bar under my character. Is there a way I can post a screenshot of this?
i dunno, personally i'd make a copy of the project folder stuffIt and set it aside, just to give to Beenox if and when they do update CGE, they might want to hunt the bug down when possible.
does the spell reduce moral, or have any type of modifications other than the NPC control in the cast/hit event link?
who is the target?
set it up aain and put a access block directly behind the player(this will determine if he's actually moving, or if his animation is moving, becaause even with the collision sphere in place if he's being animated it won't take effect until the player stops, that way you'll know that the animation has gone awry and the engine is somewhat intact.)
other stuff to try: remake the spell, with absolutely no parameters(mybe its the spell file)
make a duplicate of the player animation and put a graphic into the cue to tell you if the player's switching animation indeces.
either way if all else fails you know its not you, i'm going to build a similar set up, if the player doesn't run, i'll divulge the sequence. My version will be completely barebones (i might host it for a day or week soon, just for kicks)
... I'm like Imhotep but don't flaunt it.
Originally posted by ellrx: **i dunno, personally i'd make a copy of the project folder stuffIt and set it aside, just to give to Beenox if and when they do update CGE, they might want to hunt the bug down when possible.
The spell does slightly heal the boss but should do nothing to the player. Only the NPC control is in the hit event. The Player walked around the access tile and the screen always follows him. He also gets stuck next to a wall and is running back and forth while zombies are killing The player. I'll remake the spell and post again soon.
GrahamVH sez: The spell does slightly heal the boss but should do nothing to the player. Only the NPC control is in the hit event. The Player walked around the access tile and the screen always follows him. He also gets stuck next to a wall and is running back and forth while zombies are killing The player. I'll remake the spell and post again soon.
lmao,man! I encourage you to use snapz pro and record a movie clip of that and email it to me. ::rofl:: .
::composing self:: I have no idea what could be causing such a thing, by no means is there a way to move the player sans the mouse, I'm thinking that this is an internal error, all joking aside. I really like summoning aspect and had planned a major part of a concept around it. Its by no means funny that your game doesn't run, but that's some seriously zany crap. Its like video game bloopers. Even if you do resolve it before i get a chance to take a look at it, it'll be a good thng to make sure its not consistent
... I'm like Imhotep but don't flaunt it. { edit }
Originally posted by ellrx: **GrahamVH sez: The spell does slightly heal the boss but should do nothing to the player. Only the NPC control is in the hit event. The Player walked around the access tile and the screen always follows him. He also gets stuck next to a wall and is running back and forth while zombies are killing The player. I'll remake the spell and post again soon.
I reinstalled coldstone and rebuilt the spell and this "blooper" is still apearing. I sent the video of it let me now what you think.
(This message has been edited by GrahamVH (edited 07-01-2003).)
Your email server rejected my email to you but you can get the movie at (url="http://"http://www.warcraftcentral.net/strange.mov")http://www.warcraftc...net/strange.mov(/url)
(QUOTE)Originally posted by GrahamVH: (B)Your email server rejected my email to you but you can get the movie at (url="http://"http://www.warcraftcentral.net/strange.mov")http://www.warcraftc...net/strange.mov(/url)
Please don't mind the unregestered sign.
downloading, reviewing, building similar scenario to be posted/documented later, expect to be done tonight, or saturday ( getting my new windows installed tomorrow, then a reunion on the 4th).
Like i said if all else fails we've exposed a major flaw of the engine. :: i'll come up with something, otherwise said project that i'll be fdoing might not make it to CGE.
I downloaded it,watched it. And i have an initial theory. CGE has a pathfinding ruotine for the character, which prevents you from running against a wall, by colliding head first, the player will attempt to go a random alternate direction, when this occurs. I believe that the sudden addition of collision spheres, has caused the player to pathfind, making him appear to turn chicken...i could be wrong, but that's what i drew from viewing it.
also the engine will not allow items to be placed at the same coordinants as the player(it will tile items around the player), my guess is that the summon/multiplication spells is based on the NPCs (actual x,y)...i don't have a conclusion or an effect for ths, but this is information to consider, perhaps just have the zombies spring up further away from the player?
... I'm like Imhotep but don't flaunt it. { edit : additional prelim. information added }
(This message has been edited by ellrx (edited 07-02-2003).)
Originally posted by ellrx: **downloading, reviewing, building similar scenario to be posted/documented later, expect to be done tonight, or saturday ( getting my new windows installed tomorrow, then a reunion on the 4th).
Well I tried having the zombies summon in different places but it is still showing the same effect. I have noticed that a lot more zombies are summoned than are suppose to. Only 2 zombies should have been summoned.
Originally posted by GrahamVH: Well I tried having the zombies summon in different places but it is still showing the same effect. I have noticed that a lot more zombies are summoned than are suppose to. Only 2 zombies should have been summoned.
Are you sure the summon spell is only being cast once?
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Originally posted by GrahamVH: **Well I tried having the zombies summon in different places but it is still showing the same effect. I have noticed that a lot more zombies are summoned than are suppose to. Only 2 zombies should have been summoned.
yah, which is why i started calling it multiplication , i was somewhat impressed by the visual. 1becomes 2, 2-4,4-6....are you sure that the summoned zombies aren't of the same type as the summoner(meaning they are equipped wih the same spell for summoning) i assume the last wave of zombies called is the correct kind, as they don't multiply until the game dies....i don't know, i'll still be working on my scenario, if'n it works, everyone wins.
Originally posted by Glenn: **Are you sure the summon spell is only being cast once?
The only other spell he has is death touch and that doesn't summon anything.
The Zombies do not have any spell of their own so they are not the same type as the summoner. ------------------ Thanks, GrahamVH graham@warcraftcentral.com Coldstone Developer (url="http://"http://www.warcraftcentral.net/legends/main.html")http://www.warcraftc...gends/main.html(/url)
(This message has been edited by GrahamVH (edited 07-03-2003).)
Originally posted by GrahamVH: The only other spell he has is death touch and that doesn't summon anything.
OK, but are you sure he's only casting the summoning spell once? Or could he be casting it multiple times in quick succession?
Originally posted by Glenn: **OK, but are you sure he's only casting the summoning spell once? Or could he be casting it multiple times in quick succession?
He could be and that would make the most sence but how would I stop him from doing that?
Originally posted by GrahamVH: **He could be and that would make the most sence but how would I stop him from doing that? **
Set up a global/conditional to control when spell is cast.
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Originally posted by Rubber Ducky: **Set up a global/conditional to control when spell is cast.
Already tried it just seems to buypass it.
Originally posted by GrahamVH: **Already tried it just seems to buypass it. **
Then you have to re-position the conditional in the event line up, and place an "end event" after the global is changed to prevent bypassing it. Study your event order to see where the multiple casts can occur. I may seem a thorny problem, but it is a matter of getting the sequence right.
Originally posted by Rubber Ducky: **Then you have to re-position the conditional in the event line up, and place an "end event" after the global is changed to prevent bypassing it. Study your event order to see where the multiple casts can occur. I may seem a thorny problem, but it is a matter of getting the sequence right.
Well that did stop the NPC's from multiplying but the main problem listed earlier in this topic s still there.