An 'elevation' triggered event in SoM?

#11
The setup in my demo was simplified and not perfect.
The final setup would have to be customized to the map where it was used.
But since you are asking, I tweaked the demo to fix the things you were wondering about (attached).

Quote:Really impressed. However... For the jump down to death area, i jumped more to the left and landed on a far left square, which for some reason started to drain my hp by the second and left me alive.

I had the trigger rectangles set too narrow (so you could walk around them) but setting them to a circle with radius of 4 won't work in a game: the player will activate the event before they actually jump off the ledge. So if they walked up to the ledge and then left, they would trigger the 'death' event the next time they took any damage. The appropriate trigger size for my demo would be a rectangle 4x1. Trigger sizes are simple once you see how they work. Attached are some pictures that should help.

The health-drain/screen-flash are the standard effects when you walk on a 'pit trap'; the whole lower floor is made up of 'pit trap' map Pieces. Because you were able to walk to the side and avoided my 'activator' trigger (because it was set too small), when you fell down you were just taking regular damage from the pit-trap type map Pieces.


Quote:The second area i couldnt fathom though, at map piece 20 87 i would walk over it and take damage .... For the jump to damage event, i jumped down, got damaged and wandered to the back of the sign, and again started getting my hp drained by the second. This would only trigger if i moved into the squares behind the warp sign, if i moved back to where you'd normally land after jumping, the drain was removed, if id step in it would drain again.

The player can walk on top of the invisible 'Dummy' objects. It was probably confusing because, after the initial damage, ‎ the event raises the invisible Dummy Object so you're standing on it instead of the 'pit-trap' floor. ‎ The Dummy Object wasn't big enough to cover the whole floor so when you walked behind the sign, you were actually walking off the Dummy and stepping onto the Pit-trap floor. In the updated demo (attached) I replaced the Dummy with a semi-visible 'Magic Seal' Object which should be big enough to cover the whole floor. You should be able to see what's going on better now.

I can help you with the specific setup in your game if needed, when you have the map prepared.

Quote:whilst on topic, would i need to actually damage the player or just initiate the warp to map for it to work?
Being a Chaucer fan, I like people who say 'whilst'- you're my 'hero of the week' :)
You technically have to damage the player for this setup to work, but you can instantly undo the damage in the same event. Not sure if you can avoid the red screen flash made by the pit-trap damage. It might not trigger because of the warp.

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Attached Files Thumbnail(s)
       

.zip   Updated Pit-Trap Damage Trigger Demo.zip (Size: 19.4 KB / Downloads: 167)
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#12
If I may attempt to simply this a bit... I have a few areas in DD where the player 'falls' through to the next level below.

If you are ok with triggering the map warp at the top of the fall rather than the bottom its really really easy.

You simply set up your small hole map piece to have an event triggered at a very tiny radius...maybe .2 so that when the player walks far enough into the map piece that will cause you to fall it triggers the warp...which places you +10 meters above the ground in the new map...so the falling occurs on the second map instead of the first.

Just thought it may help make things easier...and you wouldnt have to have the red screen/damage scenario this way either.
- Todd DuFore (DMPDesign)
Site Founder
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#13
I was majorly bored tonight so I mocked up a pic of what I am talking about.

The green line is the y axis...the red dotted line is the 'radius' of the event activator...so basically when the center of the player touches that radius the event goes off.

So all you have to do is create a hole like the pic on the left, that as it goes downward the mhm data forces the player toward the center of the hole by causing a sort of funneling effect...as the player dives down the hole, he will eventually be moved toward the collision radius of the event that warps him...could happen at -9 meters if you were good enough at designing your mhm for the map piece ;) and tadda, he pops into the new map, none the wiser of what happened. ‎  This also allows you to basically build a ~20m drop since you can go 9.9 meters down on the first map and place the player 9.9 meters above the ground in the second, what a big fall! ‎  Can someone in armor actually survive a 60 foot drop? ‎  Maybe a spell of 'feather fall' could be implemented into the event somehow and without it the player falls to their doom!


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- Todd DuFore (DMPDesign)
Site Founder
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#14
I think I played the game in your picture Todd (see Arx Fatalis) except he was only wearing a loincloth.
but I suspect you added the armor for modesty sake.


Any idea at what ground angle the player stops slipping in SoM?
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#15
woo-doo! very nice info here, provides a grand stimulating read too. (see this is why i visit the forum each day)

okay i think i understand you better now John. i'll give the new demo a try and see if it clarifies things, but i think ive got the jist of things now.

hmm... i think both my questions have been addressed, so i could fuse you're warp idea, Todd, with you're pitfall trap, John, to damage the player as he drops into a new map... So ill set up the warp, then have the player drop (Todd, 20 meters is just cruel ‎  Nolaff) onto a pitfall trap in a new map that damages the player when he lands...
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#16
I am pretty certain any terrain that is greater than a 22.5 degree angle will cause the player to slide, just as a player cannot walk up a hill that is greater than 22.5 degrees...that is if I am calculating correct?

For every 2 meter square the player can only walk up a .5 meter grade (anything higher acts as a wall)... so .5/2 = .25 or 25% grade which I believe is 22.5 degrees (90 degrees/.25).

Again, I am just assuming here, would need to test to be certain. ‎  The slope I have used in DD on a few map pieces (corners specifically on my cliff set) sit at about a 70 degree angle and they slide the player nicely without any hiccups.
- Todd DuFore (DMPDesign)
Site Founder
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#17
Just tried the new demo and i'm impressed. Ill use it as reference in my game... Pure brilliance!
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