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Nublette Requires Assistance with Scripting and Puzzles
str4wberrypanic Offline
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#11
RE: The Nublette Needs Help With Everything

I have an idiot question and i don't want to create a new thread just for it. What is the -1, 0, and 1 of the " AddEntityCollideCallBack " ?

01-08-2013, 03:18 AM
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TheGreatCthulhu Offline
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#12
RE: The Nublette Needs Help With Everything

@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:
  • 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.
(This post was last modified: 01-08-2013, 03:51 AM by TheGreatCthulhu.)
01-08-2013, 03:47 AM
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CarnivorousJelly Offline
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#13
RE: The Nublette Needs Help With Everything

Edit: That ninja Cthulhu beat me to it

[Image: quote_by_rueppells_fox-d9ciupp.png]
(This post was last modified: 01-08-2013, 03:49 AM by CarnivorousJelly.)
01-08-2013, 03:47 AM
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str4wberrypanic Offline
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#14
RE: The Nublette Needs Help With Everything

(01-08-2013, 03:47 AM)TheGreatCthulhu Wrote: @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:
  • 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.
Thank you Cthulhu, you're aways helping me. Big Grin

01-08-2013, 04:47 AM
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CarnivorousJelly Offline
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#15
RE: The Nublette Needs Help With Everything

>.>
<.<
Guess what I did.
Spoiler below!

[Image: seven_circles_of_hell_by_rueppells_fox-d5qzt6t.png] I made a 7-floor library, it is possible O_O


Edit: oops, forgot spoiler tag

[Image: quote_by_rueppells_fox-d9ciupp.png]
(This post was last modified: 01-10-2013, 02:43 AM by CarnivorousJelly.)
01-10-2013, 02:43 AM
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FlawlessHappiness Offline
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#16
RE: The Nublette Needs Help With Everything

(01-10-2013, 02:43 AM)Kiandra Wrote: >.>
<.<
Guess what I did.
Spoiler below!

[Image: seven_circles_of_hell_by_rueppells_fox-d5qzt6t.png] 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 Wink

Trying is the first step to success.
01-10-2013, 06:48 AM
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TheGreatCthulhu Offline
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#17
RE: The Nublette Needs Help With Everything

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.
01-10-2013, 10:50 PM
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CarnivorousJelly Offline
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#18
RE: The Nublette Needs Help With Everything

(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 Big Grin 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 empty Wink
Oh 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.

[Image: quote_by_rueppells_fox-d9ciupp.png]
(This post was last modified: 01-11-2013, 03:02 AM by CarnivorousJelly.)
01-11-2013, 03:00 AM
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NaxEla Offline
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#19
RE: The Nublette Needs Help With Everything

That map looks really cool! With a bunch of bookshelves and books, it will look really nice Big Grin.
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)

In Ruins [WIP]
01-11-2013, 04:25 AM
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CarnivorousJelly Offline
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#20
RE: The Nublette Needs Help With Everything

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:
Spoiler below!

Fire

Too hard, too easy?
I'll add the other 4 riddles when I think something up/leach them from the internet Smile

Also, thank you for the advise about optimization!

[Image: quote_by_rueppells_fox-d9ciupp.png]
(This post was last modified: 01-12-2013, 07:15 PM by CarnivorousJelly.)
01-12-2013, 07:13 PM
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