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Renegades navnode triggers (was: unwanted X-ray vision) (Real Studio games Mailinglist archive)

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Re: unwanted X-ray vision   -   Lars Jensen
  Renegades navnode triggers (was: unwanted X-ray vision)   -   Jeff Quan
    Re: Renegades navnode triggers (was: unwanted X-ray vision)   -   LMSpam neuropop.com
    Re: Renegades navnode triggers (was: unwanted X-ray vision)   -   LMSpam neuropop.com
    Re: Renegades navnode triggers (was: unwanted X-ray vision)   -   Joseph J. Strout

Renegades navnode triggers (was: unwanted X-ray vision)
Date: 05.01.05 07:14 (Tue, 4 Jan 2005 22:14:34 -0800)
From: Jeff Quan
On Jan 4, 2005, at 6:16 PM, <email address removed> wrote:
> ok next question!
> what are navnode triggers, and how do I use them?

Okay, there's a number of things you can do with them in the Renegades
engine. I'm going to give just an overview, but you can dig into
MainWindow.DoDebugCmd to see what navnodes can do.

If you look at the attributes of a navnode in the Renegades 3D editor,
you'll see that there's something called "trigger" in which you input a
command string. The command will be executed each time a player steps
on the node containing the command.

While some are very specific to the Renegades game, some of the more
generic ones are:

load NAME - Loads the named level. In Renegades, it's used to advance
players to the next level.
takehit AMOUNT - doles out a specified amount of damage to the player's
health.
spawn OBJECT - spawns an object defined in the Spawn folder right in
front of the player.
hidegrp GROUP - hides the named group from view (groups are created in
the 3D editor).
showgrp GROUP - unhides the named group.
firework (LONG PARAMETER LIST) - primarily created to spawn effects,
but can do much more. See Fireworks notes for details.
quake MAGNITUDE , [WAIT TIME] - shakes the camera after waiting an
optional time period.

So in the 3D editor, let's say you want to hide a group of objects
under the group name "HideMe". In the trigger field you would type:

hidegrp HideMe

As soon as the player walks over this node, any objects belonging to
the group hideme will disappear from view. Note that walking back over
the same node will appear to have no effect from the player's point of
view, as the group is already hidden. You could also tag another node
somewhere else with "showgrp HideMe" and the group will be made visible
again. Renegades makes heavy use of hidegrp/showgrp to keep the number
of objects in view as small as possible.

Hope this helps!
=Jeff Quan
<email address removed>

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Re: Renegades navnode triggers (was: unwanted X-ray vision)
Date: 05.01.05 14:23 (Wed, 5 Jan 2005 08:23:54 -0500)
From: LMSpam neuropop.com
wow... lots to learn..

I've added several elements to the island but forgot to assign them to
groups (the hazards of learning...). I don't see a way in the editor to
assign something to a group after the fact, but I'm assuming I should
edit the .levl file?

On Jan 5, 2005, at 1:14 AM, Jeff Quan wrote:

> On Jan 4, 2005, at 6:16 PM, <email address removed> wrote:
>> ok next question!
>> what are navnode triggers, and how do I use them?
>
> Okay, there's a number of things you can do with them in the Renegades
> engine. I'm going to give just an overview, but you can dig into
> MainWindow.DoDebugCmd to see what navnodes can do.
>
> If you look at the attributes of a navnode in the Renegades 3D editor,
> you'll see that there's something called "trigger" in which you input
> a command string. The command will be executed each time a player
> steps on the node containing the command.
>
> While some are very specific to the Renegades game, some of the more
> generic ones are:
>
> load NAME - Loads the named level. In Renegades, it's used to advance
> players to the next level.
> takehit AMOUNT - doles out a specified amount of damage to the
> player's health.
> spawn OBJECT - spawns an object defined in the Spawn folder right in
> front of the player.
> hidegrp GROUP - hides the named group from view (groups are created in
> the 3D editor).
> showgrp GROUP - unhides the named group.
> firework (LONG PARAMETER LIST) - primarily created to spawn effects,
> but can do much more. See Fireworks notes for details.
> quake MAGNITUDE , [WAIT TIME] - shakes the camera after waiting an
> optional time period.
>
> So in the 3D editor, let's say you want to hide a group of objects
> under the group name "HideMe". In the trigger field you would type:
>
> hidegrp HideMe
>
> As soon as the player walks over this node, any objects belonging to
> the group hideme will disappear from view. Note that walking back over
> the same node will appear to have no effect from the player's point of
> view, as the group is already hidden. You could also tag another node
> somewhere else with "showgrp HideMe" and the group will be made
> visible again. Renegades makes heavy use of hidegrp/showgrp to keep
> the number of objects in view as small as possible.
>
> Hope this helps!
> => Jeff Quan
> <email address removed>
> _______________________________________________
> Unsubscribe or switch delivery mode:
> <http://www.realsoftware.com/support/listmanager/>
> Search the archives of this list here:
> <http://support.realsoftware.com/listarchives/lists.html>

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Re: Renegades navnode triggers (was: unwanted X-ray vision)
Date: 05.01.05 16:26 (Wed, 5 Jan 2005 10:26:23 -0500)
From: LMSpam neuropop.com

On Jan 5, 2005, at 10:29 AM, Joseph J. Strout wrote:
>
> The fact that you can choose some groups ahead of time, and have these
> applied to newly added objects, is merely a convenience -- I never
> imagined that someone would think this is the primary way to assign
> groups, let alone the only way!

Well, I do have a tendency to look at things from odd angles... :)

Welcome back!

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Re: Renegades navnode triggers (was: unwanted X-ray vision)
Date: 05.01.05 16:29 (Wed, 5 Jan 2005 09:29:39 -0600)
From: Joseph J. Strout
At 8:23 AM -0500 1/5/05, <email address removed> wrote:

>wow... lots to learn..
>
>I've added several elements to the island but forgot to assign them
>to groups (the hazards of learning...). I don't see a way in the
>editor to assign something to a group after the fact, but I'm
>assuming I should edit the .levl file?

No, you simply show the groups drawer (cmd-G), select the object of
interest, and then check or uncheck the groups as desired.

The fact that you can choose some groups ahead of time, and have
these applied to newly added objects, is merely a convenience -- I
never imagined that someone would think this is the primary way to
assign groups, let alone the only way!

Best,
- Joe