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
 
If you can't get the 6 parameters work correctly (which should gvie some headache at first), you can try 8 parameter version if you know how to use a wall.
The only difference is the position counts from the upper left corner of the picture, instead of your level.
 
whats the difference between wall and platform. I want to create a destructible wall/gate but Command 'wall' not understood for an obstacle.
so i change to platform but i cant get the gate /wall to act like a wall.
in the second picture, the small door is a wall tat works perfectly. so i do know how to create a wall but this obstacle is driving me crazy. i think I'm going to trash this idea
 
You should use platform command.

For example, if you create a wall in level.
wall 300 180 0 10 100 120 35 60

If you want to convert it into an obstacle, what you need to do is adjust the first two parameters and leave all the rest unchanged.

For example, if your obstacle picture is at (240,160) in level, the upper left corner I mean, you should use
platform 60 20 0 10 100 120 35 60

Just check it in your photoshop or something like that.
 
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.
 
Bloodbane said:
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.

I will have to set a bbox to allow the player to attack and destroy it. wait    I just got an idea if i make all the items grabbable then i can just throw everything as if they were enemy entities. that would be sweet. go into a bar or club stage and instead of destroying chairs and tables, i could just throw them at enemies without needing them to be weapons. ;D
 
thanks fam. here is new prob if the offset (first two set of #s) is located at top left corner of base, it looks correct (player on top of obstacle) but the player can walk right threw the wall from left to right, but if player tries to pass from right to left the player hits the wall.

if the offset is on the lower left corner of the base, it looks incorrect ( obstacle on top of player in the forground) but the player is stopped by the wall and must destroy it to pass the way it should be.

I'm going to mirror the sprite then flip it in the level text.

by the way i can only see one gate on the stage. I placed 2 bit only 1 show
 
Maybe you need setlayer command to keep it stay with the background.
The offset won't work too good, consider it has quite a large span in z.
 
utunnels said:
Maybe you need setlayer command to keep it stay with the background.
The offset won't work too good, consider it has quite a large span in z.

I find the best way to place items in the level is before the first grouping set, at 0 then place all the enemies in groups with wait points.
but this stage is around 5100 pix long and the first gate is at 2788 and the second is at 3890. but the second don't show. even though the other items after it shows
 
Ok check this out.


the blue box over the wall is the bbox. but only the green box is attackable
the dark parallelogram under the door was the original platform that didn't work, with the offset at upper left corner. the red parallelogram works perfectly for the wall, even though its not under the door, with the offset at upper left corner (behind the door completely). but only the green area is attackable. Yea Strange? this is the setting

anim idle
platform 127 255 -122 0 -12 132 63 147
loop 1
delay 10
bbox 32 49 145 206
offset 203 193
frame data/bgs/mission2/blockgate1-1.png

It don't make sense to me but it's the best setting i've come across so far. can you make any sense of it?

utunnels said:
You can use offscreenkill command to set a larger value. For example:

offscreenkill 9000

adding right now :)
 
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
 
utunnels said:
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

never knew that :o and what is z again :-[

oh by the way by adding the second gate/wall, all at points stop working up to the first wall. and enemies stop apearing. i'll figure this out.
 
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 :).

I will contact Blood about this, if he lets me take care of this. I want to contribute to OpenBOR community as much as I can.

sorry, been busy lately.
 
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