Trying to create a mini level.
Posted: Thu Nov 15, 2007 12:53 am
Hello all,
I am writing a "pokemon" style RPG and am placing dwellings and buildings in my game. The game consists of streets with cobble stone borders that detect the collisions with the main player to keep him on the path, as well as opening into small grassy and wooded areas where one might encounter a dwelling. My goal is to allow the character to "enter" the dwelling.
What I have done so far (unsuccessfully) is place an event at the door that causes the "view" to move to (using MoveTo at a velocity of 10000) a part of the world where I have designed the interior of a building. I wanted to take the main player there in the same fashion, but he bumps into any one of a million things on the way and never gets there.
So second, I attempt to DestroyActor on the Main Player and CreateActor again in the correct coordinate in the interior of the building. The problem however, when I create the new Main_Player, is that the cobblestone border collision events that fire perfectly with the original Main_Player, no longer recognize the spawned Main_Player.
I believe I can create my game using a single GED in this fashion if I can overcome this odd behavior.
Any help would be appreciated.
I am writing a "pokemon" style RPG and am placing dwellings and buildings in my game. The game consists of streets with cobble stone borders that detect the collisions with the main player to keep him on the path, as well as opening into small grassy and wooded areas where one might encounter a dwelling. My goal is to allow the character to "enter" the dwelling.
What I have done so far (unsuccessfully) is place an event at the door that causes the "view" to move to (using MoveTo at a velocity of 10000) a part of the world where I have designed the interior of a building. I wanted to take the main player there in the same fashion, but he bumps into any one of a million things on the way and never gets there.
So second, I attempt to DestroyActor on the Main Player and CreateActor again in the correct coordinate in the interior of the building. The problem however, when I create the new Main_Player, is that the cobblestone border collision events that fire perfectly with the original Main_Player, no longer recognize the spawned Main_Player.
I believe I can create my game using a single GED in this fashion if I can overcome this odd behavior.
Any help would be appreciated.