01-08-2013, 03:18 AM
01-08-2013, 03:47 AM
@str4wberrypanic: You can read about that on the wiki.
In short, these are indicators, or "flags", or so called "magic numbers" which have specific meaning when passed to this function.
When passed as parameter to AddEntityCollideCallback(), they determine when exactly the collision event should be detected:
The callback itself has a similar input parameter (alState on the wiki), which you can check to see which event triggered the collision; naturally, it can only be 1 or -1.
In short, these are indicators, or "flags", or so called "magic numbers" which have specific meaning when passed to this function.
When passed as parameter to AddEntityCollideCallback(), they determine when exactly the collision event should be detected:
- 1 means when the two entities (or an entity and an area) first intersect (collision on enter)
- -1 means when they, or rather their bounding boxes, stop intersecting (collision on leave)
- 0 means both
The callback itself has a similar input parameter (alState on the wiki), which you can check to see which event triggered the collision; naturally, it can only be 1 or -1.
01-08-2013, 03:47 AM
Edit: That ninja Cthulhu beat me to it
01-08-2013, 04:47 AM
(01-08-2013, 03:47 AM)TheGreatCthulhu Wrote: [ -> ]@str4wberrypanic: You can read about that on the wiki.Thank you Cthulhu, you're aways helping me.
In short, these are indicators, or "flags", or so called "magic numbers" which have specific meaning when passed to this function.
When passed as parameter to AddEntityCollideCallback(), they determine when exactly the collision event should be detected:
- 1 means when the two entities (or an entity and an area) first intersect (collision on enter)
- -1 means when they, or rather their bounding boxes, stop intersecting (collision on leave)
- 0 means both
The callback itself has a similar input parameter (alState on the wiki), which you can check to see which event triggered the collision; naturally, it can only be 1 or -1.
01-10-2013, 02:43 AM
>.>
<.<
Guess what I did.
I made a 7-floor library, it is possible O_O
Edit: oops, forgot spoiler tag
<.<
Guess what I did.
Spoiler below!
I made a 7-floor library, it is possible O_O
Edit: oops, forgot spoiler tag
01-10-2013, 06:48 AM
(01-10-2013, 02:43 AM)Kiandra Wrote: [ -> ]>.>
<.<
Guess what I did.
Spoiler below!
I made a 7-floor library, it is possible O_O
Edit: oops, forgot spoiler tag
Then make it good! And not big and empty
01-10-2013, 10:50 PM
Nice. You might want to consider giving the floors some volume, by having two parallel plains, one for the ceiling of the previous story, one for the floor of the next.
You can use welder objects for places where the gap would be visible, for example, where the stairs are (say, use the lower beam of a railing to cover the gap), or you can also use primitive plains.
You can use welder objects for places where the gap would be visible, for example, where the stairs are (say, use the lower beam of a railing to cover the gap), or you can also use primitive plains.
01-11-2013, 03:00 AM
(01-10-2013, 10:50 PM)TheGreatCthulhu Wrote: [ -> ]Nice. You might want to consider giving the floors some volume, by having two parallel plains, one for the ceiling of the previous story, one for the floor of the next.
You can use welder objects for places where the gap would be visible, for example, where the stairs are (say, use the lower beam of a railing to cover the gap), or you can also use primitive plains.
I see what you meant by volume, they do have volume Just the one that looks like it doesn't is being seen from above the ceiling plane and below the floor plane >.<
Quote:Then make it good! And not big and emptyOh don't worry, I intend to fill it with lots and lots of stuff (insert evil laugh of your choice here) just as long as it doesn't cause too much lag. Any suggestions on how to keep that to a minimum with such a large map size?
Edit: Seems like I forgot the question I was going to post out of excitement.
01-11-2013, 04:25 AM
That map looks really cool! With a bunch of bookshelves and books, it will look really nice .
Here's a few tips from the wiki about optimization for levels:
http://wiki.frictionalgames.com/hpl2/amn...erformance
http://wiki.frictionalgames.com/hpl2/tut...tutorial_2 (specific to lighting)
Here's a few tips from the wiki about optimization for levels:
http://wiki.frictionalgames.com/hpl2/amn...erformance
http://wiki.frictionalgames.com/hpl2/tut...tutorial_2 (specific to lighting)
01-12-2013, 07:13 PM
I want to make sure I'm not the only person able to solve my riddle-based puzzle:
Mouthless it consumes
Lungless, breathes
Provider and destroyer
Lifeless, it drowns
Answer:
Fire
Too hard, too easy?
I'll add the other 4 riddles when I think something up/leach them from the internet
Also, thank you for the advise about optimization!
Mouthless it consumes
Lungless, breathes
Provider and destroyer
Lifeless, it drowns
Answer:
Spoiler below!
Fire
I'll add the other 4 riddles when I think something up/leach them from the internet
Also, thank you for the advise about optimization!