destructible walls

vision

Member
lil help guys. im working on a stage with wall that has to be destroyed to progress. the problem is, i cant get the wall adjusted properly.
this is as close as i can get to the wall.


this is without the wall.


this is the wall.
 

this is the model text.

name blockgate
type obstacle
health 300
shadow 1

noatflash 1
flash steeldam

takedamagescript data/scripts/TDAMAGE/steeldam.c
animationscript data/scripts/blockgate.c

load steeldam
load steeldam2
load turn

anim idle
platform -148 -16 17 155 124 1000
loop 1
delay 10
@cmd damage 50 "ANI_FOLLOW1"
bbox         31 65 147 203
offset 177 261
frame data/bgs/mission2/blockgate1-1.png

anim follow1
platform -148 -16 17 155 124 1000
delay         10
bbox         31 65 147 203
offset 177 261
frame data/bgs/mission2/blockgate3.png

anim fall
  offset 138 238
frame data/bgs/mission2/blockgate4.png

I can get the wall properly placed but making it unpassable untill its destroyed is the problem. the platform data is the problem
any knowledge about making this into a proper destructible wall, will be appreciated
 
Bloodbane said:
vision, the z parameter of bbox extends to back and front so if you want the wall to have wide bbox which covers the whole wall, you need to measure the distance from where wall is placed to maximum z.
I believe you'll see what I meant in my previous post after you managed to set this :).

Much appreciated but I'm a little lost in translation as far as what "z" is or how its measured
the manual states
z {zmin} {zmax}

    ~Changes the location of stage boundaries.
    ~{xmin} is how high up entities can walk. It starts at the top and works down, so larger numbers mean less room. Defaults to 160.
    ~{xmax} is how far down the character can walk. It also goes down from the top. Defaults to 232.

xmin and xmax, I'm guessing it's a typo unless zmin and zmax is the typo
???............... :o
I just figured it out, Thanks Bloodbane and utunnels.. ;D i added it and now its perfect. the only thing that got me confused is the fact that the platform is not measured under the wall but behind it. yet it worked that way ???
 
its very confusing...
in my case i can only make platforms work if they are in the shape of squares...

iam using openBorStats v0.53 to see the platform shape
if my platforms are not in square shapes... when the player moves down he walks trough the platform like it was nothing there...
then i walk back and he hits the platform... but if i move up he walks through the platform again...


----//---this is a square platform--- in this case the player cant move thourgh it----------//-----------
wall1.jpg



-----------------------------------------//------------------------------------

----//---this is how the platform should be--in this case the player moves thourgh it like it was nothing there----------//-----------

wall2.jpg




-----------------------------------------//------------------------------------

----//---this  is how the player is moving through the platform--//---
wall3.jpg

 

----------------//----------------------------//------
its hard to explain.....
   
 
Yeah, that shape may cause problems. The x position of right side must be geater than left side. In another word, your wall must be thick enough.

Another problem is your shape may have covering problem. A character on the right side should be displayed behind the wall, while another character on the left side should be in front of it. It is impossible to do in the same time.

So my suggest is creating a ladder shaped platform instead.

Here's an example:
https://www.dropbox.com/s/tco6kmrym9qct4n/plat1.7z

===================

If you want to take care of covering problem, you need to break down the wall into smaller parts and create corresponding cover entities. It is how they did in tile based games. Very complex sometimes.
 
I just found the platform thinkness problem is a bug. For this reason the offset of the platform must be between the left and right side. I'll fix it next time.

The ladder shape solution should work no matter the bug is fixed or not.
 
I actually figured this out and it's really odd that the numbers didn't fit the wall offset. I even improved it to include doorways. I wish I could explain it, but now i cant even recreate it. but i still use it and it's perfect.
 
this is a destructible door i did that works perfectly but the numbers dont match the graphic


you can only pass once the door is destroyed. I combined it with walls to narrow the path
 
vision openborstats is very easy
you just need to read the tutorials
and add your mod then you ll have a list of all the levels and entities youve created --- ( openbor stats it will save you a lot of time )


I think you might get problem with bbox shape. The wall is trapezoid in shape but bbox is rectangular.
If you don't mind with this, setting platform is enough for wall but if you do mind, you should do extra work to set bbox of wall.

bbox is not a 2d box, it has its thinkness, so instead of the default setting, you can change it manually.

bbox  x y width height z1 z2

do this quotes mean i can add a deph value to bbox
like in the attackbox

the walls and doors ive made have a problem with the offset and bbox
ive set the wall/door offset so that the player appears in front of the wall/door

but then he can only hit the wall/door bbox if he is horizontal in line with the offset
if i could add a deph value to the bbox the player would be able to hit the wall/door better according to the gif image
 
If the wall is not too thick, single bbox is enough but if the wall extends to cover playing field's width, I used extra invisible entities to form the wall. These entities will linked together via script
 
ive just checked the wall Rockf in gijoe mod
you ve used       
bbox    92 103 173 399 500
with 5 values

the 5th value (500) doesnt appear in openbor stats
it seems to be working has the depth value
this is what i needned
thanks
 
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