Wall Script

danno

Moderator
Staff member
Hey guys, Anyone got a script that turns walls into platforms? (floating walls with high altitude above 'z') I've been trying to turn platforms into walls so I can perform jump off walls while travelling up but player keeps passing through platform and I'm tearing my hair out tryna figure it out.
 
I'm using O Ilusionista's Wall Jump without animationscript, I figured since I can't turn a platform into a wall (I can make a entity into a platform but struggle turning a platform into a wall) If any one had a script that would allow floating walls.

https://www.youtube.com/watch?v=xB9irlKxfWE

player wall/platform scripts

Code:
animationscript data/scripts/script.c
ondrawscript	data/scripts/shadowon.c
onblockWscript data/scripts/wallbounce.c
onblockpscript data/scripts/wallbounce.c

How wall entity is set up

Code:
name		trs2
type		none
facing	  	1
setlayer	2
antigravity	100
offscreenkill	3000







anim	idle
	delay	100
	offset	33 105
	platform 20 265 0 0 15 15 60 200
	frame	data/bgs/training/trs2.png

how its spawned

Code:
spawn  trs2
coords  1194  658  235
at  0
 
Dano, the same script works for platforms too http://www.chronocrash.com/forum/index.php?topic=3767.0

But the problem is:
once you bounce on the wall, the script will make you go to an animation which is not checked on the script, so this is why it won't work on the second time.

So you can try changing this line
Code:
if(vAniID == openborconstant("ANI_JUMP") || vAniID == openborconstant("ANI_FORWARDJUMP") || vAniID == openborconstant("ANI_RUNJUMP"))

To

Code:
if(vAniID == openborconstant("ANI_JUMP") || vAniID == openborconstant("ANI_FORWARDJUMP") || vAniID == openborconstant("ANI_RUNJUMP") || vAniID == openborconstant("ANI_FOLLOW40") )

And see if it works. Funny enough, its the second time someone asks for this :)

If not, you can make it to change back to JUMP or RUNJUMP on that FOLLOW40 anim and it should work.
 
Hey OIlu, unfortunately that's not the issue I'm having as I already set the script to check for jump and walk off, and I'm using the scripts for jumping off platform walls too

Code:
if(vAniID == openborconstant("ANI_JUMP") || vAniID == openborconstant("ANI_WALKOFF") || vAniID == openborconstant("ANI_FORWARDJUMP") || vAniID == openborconstant("ANI_FOLLOW40"))
	{ //Jumping, jumping forward or Run Jumping?

https://www.youtube.com/watch?v=fBW47uJ4N7E

I had to put in a wall for the sake of the video and teleport through the wall, the issue I'm having is difficulty turning platforms into interactive wall jumping walls, so was wondering If a floating wall script is possible to make stage building easier, I can make a platform no problem, but turning a platform into a wall is something that just isn't working out, I've been trying for days
 
I'm not sure if i really understand the problem, but i think you don't really need such thing you are asking. As Ilu said, you have either not set the platforms correctly or the solution is just a matter of subject_to_platform settings.

So, care to explain a little better why you need to turn platforms to walls?

Edit: By the way, just to make things a little faster, your character needs to always have subject_to_platform 1 setting. And for the case you need him to still be able to pass through platforms when jumping up without getting blocked by head, you can use the "nohithead 1" command.

Code:
nohithead {int}

    ~set nohithead 1 in entity.txt and even if you set an height for the entity, if it hit a platform with nohithead param set to 1, the entity will not block with head by a platform. But this platform will be walkable however. default is 0
 
O Ilusionista said:
Are you sure the platforms are set correctly?

magggas said:
you have either not set the platforms correctly

So, care to explain a little better why you need to turn platforms to walls?

This is probably 100% correct, I can't seem to set it correctly, after countless configurations the character always passes through the platform, I need to turn platforms into walls so I can wall jump and jump and jump. I can't seem to turn a platform into something I can wall jump off.

if you guys wanna take a closer look and show me what I'm doing wrong I'd be happy to learn

https://www.sendspace.com/file/cnjm8o


 
Okay guys i got it. Is this how you want it? :


Okay, there were couple of things:
1. The common one, the confusion of how to use the offset of the entity correctly as the platform's x and z coordinates. To make it more clear, when adding a platform to an entity, then you only need to add the 6  values for  {upperleft} {lowerleft} {upperright} {lowerright} {depth} {alt}. The {xpos} {zpos} no need to be added at all since the are the entity's offset such case. Example:
Code:
anim	idle
	delay	100
	offset	1 267
	platform	0 0 69 69 9 261
	frame	data/bgs/training/trs2.png

2. As you can guess by now, the platforms values were not set correctly because of what i said on #1.

3. Another good thing was to add "Subject_to_MinZ 0" and "Subject_to_MaxZ 0" to these entities, otherwise they will still get spawned on the allowed by level "z 648 648". And so i did.

4. There was another tricky mistake on your code which was preventing the platform command to work on the trs3 entity only. This one took me a little to figure out. It was this marked with red :" platform 575 30 -575 -575 575 575 27 10 //ofset is centre"
Well on OpenBOR code, the engine ignores only what comes after "#"  symbol. But this "//"  works the same and gets ignored only in script code. So i removed it and the platform code worked.

Here the version with my changes you also see in the video above: https://www.mediafire.com/file/tolbeq1dve96aqr/ShinoBORmagggas.rar/file
 
maggas Thank you, This is perfect, Now I know the mistakes I made and how to correctly set platforms. It would of made no difference how I configured the offset or platform wall because ''//'' was preventing the code from working, man that was stressing me out for days  ;D I tried so many variations. Thanks for correcting my mistake maggas, I appreciate it
 
danno said:
maggas Thank you, This is perfect, Now I know the mistakes I made and how to correctly set platforms. It would of made no difference how I configured the offset or platform wall because ''//'' was preventing the code from working, man that was stressing me out for days  ;D I tried so many variations. Thanks for correcting my mistake maggas, I appreciate it

Thank you my friend, i'm glad i could help! Yeah, such errors like this ''//'' are easy to overlook sometimes. So you are welcome my friend  ;)

O Ilusionista said:
Thanks for the deep explanation, magggas .
Maybe we should add this info at the manual roo.

Well yeah, explanations are not my strong point actually but hey, i guess this one did the job  ;D
By the way, this is actually already mentioned in the manual but in my opinion it is not very well explained there.

Since the "platforming" topic is very interesting one to me and i like to see more people using it, i would like to try to make some series of videos to explain all the stuff about walls/platforms/basemaps and the easy ways to set them up without any editors. The thing is i do have a bad English accent and my English overall are limited. So because of that i'm not sure of how helpful will this be in the end. Well, i will do some private tests on that and we see..
 
magggas said:
Since the "platforming" topic is very interesting one to me and i like to see more people using it, i would like to try to make some series of videos to explain all the stuff about walls/platforms/basemaps and the easy ways to set them up without any editors. The thing is i do have a bad English accent and my English overall are limited. So because of that i'm not sure of how helpful will this be in the end. Well, i will do some private tests on that and we see..

I have been thinking for some time to make a video manual, like a YouTube channel visually explaining things that are represented in the manual, I'm much more of a visual learner so I think videos are a great idea, maybe at some point we could talk about it and put our heads together, I imagine it would take years to complete but It would be a nice project we could all work on piece by piece
 
danno said:
I have been thinking for some time to make a video manual, like a YouTube channel visually explaining things that are represented in the manual, I'm much more of a visual learner so I think videos are a great idea, maybe at some point we could talk about it and put our heads together, I imagine it would take years to complete but It would be a nice project we could all work on piece by piece

Well my idea was about the specific topic of platforms/walls/basemaps only for now. Sure there is other stuff too that could be nice to have a nice video explanation but these maybe for later. Now as about to try to cover almost everything from the manual in a video series, well i don't think that this is necessary or even possible for various reasons. So, besides of how difficult this would be, there is also the thing that many commands or features can be used in many different ways and for many different reasons. In a lot of things there is not such thing like a "standard" that just it can given to people as a "standard" from a video.
So this is why if i would try to make such videos, i would focus and try to cover only some specific things that are important/basic and still confusing for the most people. And overall such things that really makes sense to cover in videos.

And sure, some collaboration on this stuff with you or who ever like to help on that it would be cool.
 
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