suggestion wall

jiam

Member
Change the way you do the walls by another system easier?
( This seems very complicated)
Sure there are simpler ways

Pd:Just a suggestion
 
Too bad I want to add another parameter for wall to make it act like a platform. :p
 
Yeah, if there is one, it is the altitude.

Actually wall, platform and hole are similar area with different base modifiers.
 
do you think will be hard to create a magic program that allow us to work with those walls/platform/holes just using mouse and point and clicks?
 
Most of the complex coding features can be added to an esier software as visual settings. But someone have to do it. It can help a lot displaying things, binding...
 
the weird thing about it is, once you realize how easy it is to setup a wall, hole ,or platform you feel silly. if you use single panel stages its so easy.
1. scroll to the spot where you want the wall to start and that's your offset.
2. count how many pixels to the top left corner of the wall starting from the offset point, if its before the offset point it's a negative number if it's after the offset point it's a positive number.
3. count how many pixels to the bottomleft corner of the wall starting from the offset point. this is usually the offset point, so the number is 0. all your numbers are counted from the offset.
4. count how many pixels to the top right corner of the wall starting from the offset point
5. count how many pixels to the bottom right corner of the wall starting from the offset point.
next is how wide the wall is.
and last is how high the wall is

example: wall        1256 247 -10 0 454 495 64 1000

1256 247 = the offset#
-10          = top left corner. 10 pixels before the offset
0              = bottom left corner. this is 0 pixels from offset cause it is the  offset
454          = top Right corner. 454 pix past the offset
495          = bottom right corner. 495 pix past the offset
64            = 64 pix wide
1000        = 1000 pix high. so no one can jump over it unless they jump 1000 pix off the ground.

this is the easiest way without visual aid that i can explain it. the manual has a great example and bloodbane has a great example with a picture from a double dragon stage in the forum somewhere
 
Guys. Gringo's obeditor lets you make a wall as if you were dragging square in MSPaint. That's what I use for all my walls!

http://sourceforge.net/projects/obeditor/
 
the sourceforge version dont load the stages or i doing something wrong?

i also have the 1.5 that loads but crash on my big size stages
 
Last modified 2008-11-25 thou, it's still the last available release of obeditor I think that was unstable.

try making another copy of your mod, just the files you need for the stage, and see if that will load.  I'm not sure you should want to open you main project in this, just in case.
 
Bloodbane said:
Can you post your suggestion?
File of limits: (Text mode)
Each scenario must have associated a file of limits.
Its content is a field of two-dimensional characters, where each character represents the accessibility of an area (walkable quadrate).
My suggestion
 
Walls are totally accessable via script. So maybe someone can write his own logic if necesary. Current it only makes things more complicated if adding anohter format. 2D array should work better for tile based game or square walls, but  writing them without an editor is still not as easy as the old 8-parameter wall.

changelevelproperty("wall", 0,  100, 120, 0, 0, 90, 90, 32, 60); #first wall
changelevelproperty("wall", 1,  300, 160, 0, 10, 90, 80, 32, 60); #second wall
.....

Perhaps someone can write a script that load a txt with your format and convert it to walls the engine can recognize, in theory.
 
Hi guys, i´m having trouble with walls too!!

Is possible to make walls visible, like adding a image (gif) with the same lenght and altitud to see where it is spawned?

Also, is possible to spawn a wall like platform, with altitud?

My main character is not affected by platforms but in some points i need to make a wall higher than ground level, to make him stop jumping higher. It´s a 2D mod.
 
utunnels said:
Walls are totally accessable via script. So maybe someone can write his own logic if necesary. Current it only makes things more complicated if adding anohter format. 2D array should work better for tile based game or square walls, but  writing them without an editor is still not as easy as the old 8-parameter wall.

changelevelproperty("wall", 0,  100, 120, 0, 0, 90, 90, 32, 60); #first wall
changelevelproperty("wall", 1,  300, 160, 0, 10, 90, 80, 32, 60); #second wall
.....

Perhaps someone can write a script that load a txt with your format and convert it to walls the engine can recognize, in theory.

cant find a way to make it work...
You must provide a string value for wall subproperty.
Function changelevelproperty(prop, value) received invalid value(s).
Dumping values: 3, 590, 380, -70, -70, 50, 50, 130, 60,
Script function 'changelevelproperty' returned an exception, check the manual for details.
parameters: 12, 3, 590, 380, -70, -70, 50, 50, 130, 60, 

Is wall really changeable by script ?
 
I'm trying to disable a wall so I looked into the code.

You need to change each subproperty.

Exemple :
Code:
changelevelproperty("wall", 0, "upperright", 100); // set first wall upperright to 100

But that doesn't work either, still give the same exception ("You must provide a string value for wall subproperty.")  :'(


Edit : seems its because changelevelproperty uses mapstrings_levelproperty, which converts the subproperty parameter as an integer. And after doing that changelevelproperty checks that the subproperty parameter given is a string, which ofc fails.


Edit 2 : commented these lines in openborscript.c

Code:
//             if(varlist[2]->vt != VT_STR)
//                 printf("You must provide a string value for wall subproperty.\n");
//                 goto clperror;

and now it works.
 
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