01-05-2010, 05:02 PM
I've been looking over a few different scripts, but I'll see if I can find a view range one as well cuz that could be useful.
I was thinking the same thing about checking the x/y of the solid events and the shooter and the player, and yea that would be a bitch to do. I think MAYBE it wouldn't be so bad to use the terrain id "quadrent" idea for walls, and then for other solid objects just do an x/y check. There won't be TOO many things that block your shot in the middle of a room, just things like pillars or whatever. So that might not be too painful. Otherwise I'll break down and try to get a script going for it.
I'll give it a "shot" though.. If you'll excuse the pun :)
Edit: Dude, that view range script is pretty kickass. I can check to see if an event is within view of the player and vice versa, and it can be set so they can't see through impassible tiles... That's perfect. Thanks everybody who helped me out, and thanks Lunarea for bringing that script to my attention. I'm almost done with all the basic systems and crap so soon I can start making the actual game itself. If I run into anymore snags I'll let you guys know
I was thinking the same thing about checking the x/y of the solid events and the shooter and the player, and yea that would be a bitch to do. I think MAYBE it wouldn't be so bad to use the terrain id "quadrent" idea for walls, and then for other solid objects just do an x/y check. There won't be TOO many things that block your shot in the middle of a room, just things like pillars or whatever. So that might not be too painful. Otherwise I'll break down and try to get a script going for it.
I'll give it a "shot" though.. If you'll excuse the pun :)
Edit: Dude, that view range script is pretty kickass. I can check to see if an event is within view of the player and vice versa, and it can be set so they can't see through impassible tiles... That's perfect. Thanks everybody who helped me out, and thanks Lunarea for bringing that script to my attention. I'm almost done with all the basic systems and crap so soon I can start making the actual game itself. If I run into anymore snags I'll let you guys know