2009-05-02, 08:33 PM
As far as drowning, I guess there are several ways you can do it.
In DoM, it's the old school "drowning" ala KFI & II US. You hit water over your head, The End - you died.
I placed quite a few objects (event dummies do the trick) below the map pieces (since all objects have collision detection) and set up a radius (or rectangle) trigger (variable) with a Leaf 00 - Change Player Parameter HP Set To 0
Radius's actually create a floor to the ceiling "cone" (rectangles make floor to ceilling walls) so if you plan on having a bridge, you'll need gaps in your "walls" - thus MANY event dummies (especially with a winding moat.) and much testing....
For the new school drowning ala KF:TAC, you could set up a timer. (I'll just assume, for now, you know how to create a timer.)
You could have the timer counter, when it gets to 1, decrease a certain amount of hitpoints and reset the timer counter (to 0). Since timers count up in the counter 1 point per second, (no ands ifs or buts) you could have a certain number of hit points drain per second.
Set Timer in Counter Value
IF (counterA = 1)
Change Player Parameter HP Decrease by 10
Alter Counter Value (counterA = 0)
END
Naturally, event triggers to null your timer will need to be placed at your deep water entrance and deep water exit.
....also, with this method, considering Level stats might make a difference. For instance, a "drowning game" that would be impossible at Level 3, might be ridiculously easy, no-challenge-whatsoever at Level 11.
In DoM, it's the old school "drowning" ala KFI & II US. You hit water over your head, The End - you died.
I placed quite a few objects (event dummies do the trick) below the map pieces (since all objects have collision detection) and set up a radius (or rectangle) trigger (variable) with a Leaf 00 - Change Player Parameter HP Set To 0
Radius's actually create a floor to the ceiling "cone" (rectangles make floor to ceilling walls) so if you plan on having a bridge, you'll need gaps in your "walls" - thus MANY event dummies (especially with a winding moat.) and much testing....
For the new school drowning ala KF:TAC, you could set up a timer. (I'll just assume, for now, you know how to create a timer.)
You could have the timer counter, when it gets to 1, decrease a certain amount of hitpoints and reset the timer counter (to 0). Since timers count up in the counter 1 point per second, (no ands ifs or buts) you could have a certain number of hit points drain per second.
Set Timer in Counter Value
IF (counterA = 1)
Change Player Parameter HP Decrease by 10
Alter Counter Value (counterA = 0)
END
Naturally, event triggers to null your timer will need to be placed at your deep water entrance and deep water exit.
....also, with this method, considering Level stats might make a difference. For instance, a "drowning game" that would be impossible at Level 3, might be ridiculously easy, no-challenge-whatsoever at Level 11.