collision checking

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theswitch
PaC-DK Newby
Posts: 41
Joined: 11 Apr 2007, 15:50
Location: north of Toronto

collision checking

Post: # 75329Post theswitch
03 Mar 2010, 05:53

I wanted to use a large invisible object in the background as a hotspot for character to walk over, WHEN the character touches this invisable object it triggers text to appear near that explains some stuff

can I do this?, can I have a collision check for that character as he/she walks over this invisible object? so I can trigger text to appear?

been awhile since I'v been around, I may have forgotton some basic stuff. . . agien

Lachi
An Adventure Creator
Posts: 316
Joined: 07 Aug 2008, 22:32

Post: # 75330Post Lachi
03 Mar 2010, 13:09

I think a script for some walkpoints near the object will do the job.
[img]http://img269.imageshack.us/img269/4060/enjoylachibalken.png[/img]

theswitch
PaC-DK Newby
Posts: 41
Joined: 11 Apr 2007, 15:50
Location: north of Toronto

Post: # 75336Post theswitch
05 Mar 2010, 01:59

is their a fast way to make all of them disapear/be-destroyed after one of them has been touced by the character

our do I have to make each walkpoint go away in code manually (for each, but in one script)

?

Baelavay
PaC-DK God
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Post: # 75337Post Baelavay
05 Mar 2010, 16:50

You could put in each walkmap script

Code: Select all

if_bool(deactivate_ these_walkmap_scripts;true)
  {
  (* here comes the actual walkmap script *)
  }
and enable/disable all scripts at once with setbool().

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