So in my efforts to make my RPG a little more playable I designed any fireball like spells to be able to targeted onto a single target, or just cast at any ground object using a create persistent to always aim about 10-12 spaces away (that way it just keeps going, doesn't stop at the point you clicked). However the fireballs currently go over cliffs, impassable objects, that sort of wonderful jazz. Now I know there is a way to do this using the validator ispathable, however this is a little flawed since you can't cast from a cliff down into a pit which should be possible.
I was thinking of possibly doing a combination of an impassable object validator and maybe height change is never greater than about 0.3 or 0.4. Is this doable? Is there a better way I'm not thinking of? Something needs to be put in anyways, as shooting through walls shouldn't be possible.
With your second method you can't shoot up/down ramps afaik.
I don't know if anyone came up with a working solution for this problem by now. As far as I know it is way too complicated and you have to always take some compromises.
I was thinking more along the lines of height change only being positive .3 or .4, as you should be able to cast down with no difficulties. I'm not at a comp where I can check such things though, is it possible to only check for height change increases?
I was thinking more along the lines of height change only being positive .3 or .4, as you should be able to cast down with no difficulties. I'm not at a comp where I can check such things though, is it possible to only check for height change increases?
Does that change anything about the ramp issue (shooting up ramps)?
And I think you can, but I haven't tried it myself yet.
edit:
Nevermind, ramps should work if you combine the 2 validators with "and". But then they won't collide with unpathable objects. There are just not many ways to combine validators, thats the main problem.
Actually I just realized that they added something for the "Location Pathable" Validator in the 1.5 Editor!
You can now check/uncheck the different kind of pathables, namely Cliff, Ground, etc.
That wasn't possible before, so if you work with the 1.5 Beta already it should definitely be worth experimenting with combining the CliffLevel Validator and the Pathable Validator in some way.
Interesting stuff, and yes I already do work w/ the 1.5 Beta, it will simply be several more hours before I have access to my personal computer. I'll let you know if I make any progress, be nice to finally have it work the way it should, granted it is nice to shoot through walls sometimes, lol.
Problem Solved! The new checkboxes available w/ 1.5 do make it possible to have a pretty much perfect fireball. They are a little off at first glance though just to warn you, you want to have ground and cliff checked (to say it is okay if it is those), then keep none and building unchecked. So yes, make a location pathable validator with those checked and find disabled, then combine it with clifflevelgreater and that will effectively make it so you can cast a fireball down, up/down ramps, but not up a cliff or through an unpathable object.
If you for some reason like the idea of having it possible to cast up cliffs you can just drop the combine validator and stop there, or if you want it to cast up most cliffs, but say want to keep people from cheating outside a boss area, manually putting in pathing blockers would work to that end too.
So yes, good news, projectiles can now path MUCH better than before.
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So in my efforts to make my RPG a little more playable I designed any fireball like spells to be able to targeted onto a single target, or just cast at any ground object using a create persistent to always aim about 10-12 spaces away (that way it just keeps going, doesn't stop at the point you clicked). However the fireballs currently go over cliffs, impassable objects, that sort of wonderful jazz. Now I know there is a way to do this using the validator ispathable, however this is a little flawed since you can't cast from a cliff down into a pit which should be possible.
I was thinking of possibly doing a combination of an impassable object validator and maybe height change is never greater than about 0.3 or 0.4. Is this doable? Is there a better way I'm not thinking of? Something needs to be put in anyways, as shooting through walls shouldn't be possible.
With your second method you can't shoot up/down ramps afaik.
I don't know if anyone came up with a working solution for this problem by now. As far as I know it is way too complicated and you have to always take some compromises.
@Bommes: Go
I was thinking more along the lines of height change only being positive .3 or .4, as you should be able to cast down with no difficulties. I'm not at a comp where I can check such things though, is it possible to only check for height change increases?
Does that change anything about the ramp issue (shooting up ramps)?
And I think you can, but I haven't tried it myself yet.
edit:
Nevermind, ramps should work if you combine the 2 validators with "and". But then they won't collide with unpathable objects. There are just not many ways to combine validators, thats the main problem.
Actually I just realized that they added something for the "Location Pathable" Validator in the 1.5 Editor!
You can now check/uncheck the different kind of pathables, namely Cliff, Ground, etc.
That wasn't possible before, so if you work with the 1.5 Beta already it should definitely be worth experimenting with combining the CliffLevel Validator and the Pathable Validator in some way.
@Bommes: Go
Interesting stuff, and yes I already do work w/ the 1.5 Beta, it will simply be several more hours before I have access to my personal computer. I'll let you know if I make any progress, be nice to finally have it work the way it should, granted it is nice to shoot through walls sometimes, lol.
Problem Solved! The new checkboxes available w/ 1.5 do make it possible to have a pretty much perfect fireball. They are a little off at first glance though just to warn you, you want to have ground and cliff checked (to say it is okay if it is those), then keep none and building unchecked. So yes, make a location pathable validator with those checked and find disabled, then combine it with clifflevelgreater and that will effectively make it so you can cast a fireball down, up/down ramps, but not up a cliff or through an unpathable object.
If you for some reason like the idea of having it possible to cast up cliffs you can just drop the combine validator and stop there, or if you want it to cast up most cliffs, but say want to keep people from cheating outside a boss area, manually putting in pathing blockers would work to that end too.
So yes, good news, projectiles can now path MUCH better than before.