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door_scripting_tutorial [2017/11/04 10:32] – justin | door_scripting_tutorial [2017/11/04 10:51] – justin | ||
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=====Creating the Model===== | =====Creating the Model===== | ||
- | You'll first need to build a [[voxel]] model for your door. Create a new [[object]] in the [[Voxel Editor]] and build a door model similar to one of those shown in the examples below. For this tutorial, you'll want to have at least two separate frames, one for the door in its closed state and one in its open state. | + | You'll first need to build a [[voxel]] model for your door. Create a new [[object]] in the [[Voxel Editor]] and build a door model similar to one of those shown in the examples below. For this tutorial, you'll want to have at least two separate frames, one for the door in its closed state and one in its open state. Most of the examples in this tutorial will be be based on the first type of door shown. |
The style, orientation, | The style, orientation, | ||
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{{: | {{: | ||
- | |||
- | {{: | ||
=====Scripting the Door for One-Time Use===== | =====Scripting the Door for One-Time Use===== | ||
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{{: | {{: | ||
- | This version of the [[script]] is very similar to the first one, with the exception of calling the [[Modify Navigation]] function to explicity modify each " | + | This version of the [[script]] is very similar to the first one, with the exception of calling the [[Modify Navigation]] function to explicity modify each " |
<code lua> | <code lua> | ||
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play_animation(self, | play_animation(self, | ||
modify_navigation(" | modify_navigation(" | ||
- | modify_navigation(" | + | modify_navigation(" |
set_entity_script(self, | set_entity_script(self, | ||
</ | </ | ||
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The previous scripts work fine for some cases, but most of the time you probably wouldn' | The previous scripts work fine for some cases, but most of the time you probably wouldn' | ||
- | The key to this functionality is maintaining the state of the door in an entity property using [[Set Entity Property]] and checking this property with an " | + | The key to this functionality is maintaining the state of the door in an entity property using [[Set Entity Property]] and checking this property with an " |
The new versions of the [[script|scripts]] are very similar to the previous ones except there is now a second set of events that can occur to " | The new versions of the [[script|scripts]] are very similar to the previous ones except there is now a second set of events that can occur to " | ||
====Method 1: Replace Navigation==== | ====Method 1: Replace Navigation==== | ||
+ | The improved version of the [[script]] using the [[Replace Navigation]] method is fairly straightforward. We simply swap the navigation types between " | ||
<code lua> | <code lua> | ||
if self.property[" | if self.property[" | ||
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====Method 2: Modify Navigation==== | ====Method 2: Modify Navigation==== | ||
+ | For the improved version using the [[Modify Navigation]] method, let's assume we are using a different type of door that swings open, as shown in the image below. In the [[script]], the navigation between " | ||
+ | |||
{{: | {{: | ||
<code lua> | <code lua> | ||
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</ | </ | ||
- | Scripting [[object|objects]] like doors is a great way to learn more about the RPG in a Box scripting language. There are often multiple methods to accomplish the same functionality and there isn't necessarily a right or wrong approach. As with many other concepts, the best way to learn is to experiment with different setups and determine what works best for you and the particular game that you're creating. | + | Scripting [[object|objects]] like doors is a great way to learn more about the RPG in a Box scripting language. There are often multiple methods to accomplish the same functionality and there isn't necessarily a right or wrong approach. As with many other concepts, the best way to learn is to experiment with different setups and determine what works best for you and the particular game that you're creating. |