Should we make a list of Map Piece dimensions?

#8
I guess I have a question about your outlined diagram you have above.

I get lost on the 5 event B triggers.

If event B is triggered, then you want a timer to begin that damages you after x amount of seconds? ‎  If that is so...my question is, what guarantees that the event B trigger is not started before you are actually falling? ‎  is it event C that detects falling and not B?

I suppose if the lighthouse is your only area where falling may occur you are probably safe, but if you begin to institute falling in a variety of heights/scenarios it will become a struggle.

Be mindful of the limitations on timers, that you realize maps share them, and turning them off can be hectic when you have many many events triggering them.

The way I guess I would approach your scenario...

Create an event that sets a counter (lets call it falling damage) value based on timer 0. ‎  so that when timer 0 begins, the counter's value is equal to the number of seconds in the timer.

Now, create another event that is always on, and setup to fire when a seperate counter =1. ‎  Call this counter 'falling timer' and have it 'begin timer 0' as its function. ‎  Now this will only begin the timer when you trigger it. ‎  If you try to measure a timer with an always on event that doesnt have a counter constraint for its activation, it will always begin when your in the map...so thats important to be sure you set up a different counter to trigger the always on event.

Now....I will have to make an assumption here. ‎  Your elevator for the tower is in the middle of the tower or the outside? ‎  I will assume its an external elevator for simplicity sake. ‎  Say it takes you up 10 meters. ‎  At the top you have a tower that is a 2x2 square of tiles. ‎  You would next want to make an event on any or all of those 4 tiles that activates events that are all around those 4 tiles. ‎ 

This would give you 11 adjacent squares (I am not counting the elevator at this point) that would now have events that when you approach the square (youd have to test the size of the approach point to trigger it properly) it would alter the counter value of 'falling timer' to 1 thus triggering the timer measuring event. ‎  You would then have an always on event that said (assuming it took 4 seconds to fall) that when counter "falling damage" = 4, then damage player and cause screen effect. ‎  You would also want this event to set the counter "falling timer" back to 0 so that it can be repeatable.

That 'should' work for a very simple setup, but I still think trying to do this for anything beyond a tower scenario will become too difficult to maintain.


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- Todd DuFore (DMPDesign)
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Re: Should we make a list of Map Piece dimensions? - by dmpdesign - 2010-01-04, 09:16 PM



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