MegaKerma / Silent Walk FPS Creator / Silent Walk: RENAISSANCE

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PostPosted: Wed Oct 30, 2013 8:59 pm 
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Joined: Sat Oct 26, 2013 5:33 pm
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Location: Ukraine
// With time recording will be updated and added to ...maybe :)



1. SETOBJECTDIRECTION и SETOBJECTPOSITION - only work with non-animated objects and should not be located in a stream (step) area code processing, because the command add to a static value on subsequent calls . (this is useful if you want the object to move what with the buttons , such as cube :)

Code:
// move object named 'cub' with [up-down-left-right] keys

IFKEYPRESSED 200
SETOBJECTPOSITION cub 0 0 1
ENDIF

IFKEYPRESSED 208
SETOBJECTPOSITION cub 0 0 -1
ENDIF

IFKEYPRESSED 203
SETOBJECTPOSITION cub -1 0 0
ENDIF

IFKEYPRESSED 205
SETOBJECTPOSITION cub 1 0 0
ENDIF


2. CREATEANIMATION и PLAYANIMATION - the command should not be in the stream (step) processing area code , otherwise the object will always call first frame , ie just stand .

3. STOPANIMATION - do not stop the animation plays from the file type .3DS, to stop the animation taken of the file .3DS, you must refer to a portion of the command PLAYANIMATION frames 'stay' player (mainly [0 0]), and can be easily mistaken to stop a running animation should be handled not to ( name of the animation ) as in PLAYANIMATION, and by the ( object) animation.

4. OBJECT -> EVENTS:
Dont put code you want to operate at a player interaction with objects and actions (except Step) in the object [Start], because it is not the player, but only the starting position.

a) Expressions such as "If the object ..." - That work only with the type of [object] types.

Creation - the code perform at the beginning and once, at the creation of the object.
Step - Stepping through the code recorded in a given area. Cyclic reading without stopping.
Destroy - the code is only in the destruction of that object.
Code:
INC score BY 10 // in this area, code that perhaps add score when player destroy him

Collision - code is executed only when a collision (not intersect) with a player.
Collect - code inserted here is executed for the object when it is collected, for that he is to be noted that it is of type 'Collectable' (for example, life, coins, bullets ..)
Mouse click - code is executed when applied to this object the mouse button when the subject is in the center of the screen, or by when mouse pointer call handler command.
Use - code inserted here is executed when in close location to the object used key [E]

b) Expressions such as "When..." - which operate according to the animation of the object, as well as for objects belonging to mean [zone] and timers.

Animation [start, in animating, end] - only for object belonging to mean [animated]
Zone [enter, inside, leave] - only for object belonging to mean [zone], and responds only to a player, who entered the zone, is within, or out. (The interaction of the object [zone] with other objects except the player, described the command CHECKINTERSECT zone ... ...)
Timer
--------------------------------------
One simple way to transfer the static object to the value [animated]
Image
and do not forget to click the right mouse button when inserting an animated object (like .3DS), and note that it is animated :)

_________________
carry round and square roll


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PostPosted: Sun Nov 03, 2013 7:50 pm 
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Joined: Tue Sep 21, 2010 4:48 am
Posts: 236
Location: Hamilton, Ontario
A very nice beginners look at animated objects! I learned a thing or two from this! :D

-Abdul Ahad


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