3D Rad - Free 3D game maker - Forum

This forum is now archived!

This forum is locked, and is a read-only version. A new community-ran forum can be found at classdev.net

News:

The 3DRad community can be found at classdev.net.

Pages: [1]

Author Topic: "I get by with a little help from my friends"  (Read 1183 times)

« on: June 26, 2010, 05:28:08 PM »
hello again, thanks for helping me with my project, 3Drad is the best engine i've ever used (and the only one, but its awesome). Ok, i know my english is BAD, and probably ill wite something wrong on the text, but i hopes you understand.

Im making an "be-the-cop" game (with a police lamborghini, thats cute), in the game you have some powers like "pause the time" to chase your suspect, and pass through the traffic (they're ghosts). And we have trails and trail-based-particles to make some effects, but its not the case.

I was having some trouble with the AI, but i've been solved (thanks for starkiller53861)

Now i got some questions. ok

- i want something like.. hm... a damage bar for my suspect, and when i "destroy" him, he stops, and "you win", maybe its possible.
- and a timer, every game needs an challenge, something like "time's over haha you're not fast enough"
- and im thinking on something like "reset car position" coz my car are always flipping (im insane)

I know how to make the things on the lvl, but i don't know how to make the level transition, something like "you win, go for lvl 2" and "you fail, restart the current lvl"

i know its hard, and im glad with you helping me, thanks a lot, 3Drad is the best ever  ;D
« Reply #1 on: June 26, 2010, 11:38:49 PM »
1 Damage bar can be done with the event on contact and counter, with a value print attached to it, and the value lable dispaying that.

2 timer can be done with the event timer object and a valueprint attached to it.

3 Reset car can be done with simple script (too hard for me) or a force facing -90 offset to one side of the car and when you press it, it stars an internal timer in the force object and flips it.
I'm never here and if I am I will try and say something...
Sorry tramkp888 I kind of forgot you back in July
« Reply #2 on: June 27, 2010, 08:34:02 AM »
sorry, can you explain about the damage bar? im newbie with the "event-on-" things   :-\
« Reply #3 on: June 27, 2010, 03:22:26 PM »
here's a scripted version, i just tested it and it kinda works, just i didn't make anything happen when the health is 0 so it goes negative. it seems to randomly jump to 0 too, could just be a big hit, not sure. this way is for tracking accurate force of contact and subtracting it from the health

Code: [Select]
int health;
int toggle;
void Main()
{
   if(iInitializing())
   {
      health=1000;
      toggle=0;
   }

   if(IN_0>2000)
   {
      if(toggle==0)
      {
         health=(health-(IN_0/2000));
         toggle=1;
      }
   }

   if(IN_0<1)
   {
      toggle=0;
   }

OUT_22=health;
}
add a script link it to(in this order)
eventoncontact
counter

paste this in the script
then set up the contact to read the player's car and the enemy

first time scripting that ^

usually my luck with things like this is you touch the other car, the score goes down until you stop, or it stops, but you hit it hard 1st, then a little tiny bump (scratch paint?) does the same damage cause the car leaves contact and contacts again.

Currently using 7.22
« Reply #4 on: June 28, 2010, 06:55:19 AM »
sorry, can you explain about the damage bar? im newbie with the "event-on-" things   :-\
Okay then now with the damage bar it can be completly unscripted so there is no hassels. Now you will need the following objects:
1 event on contact
2 counter
3 value lable bar (if you want)
4 value print
5 your opponent/player object
6 the object (s) that will cause the damage.

Ok to get started create a counter object but just lave that as it is.
Create a event on contact and relate (tick) the opponet/player object and the object (s) that will cause the damage, also relate the counter object. Now this is all the technical stuff, double click the event on contact object and in it you will see the related objects, set the opponent/player as monitor reference, the object that will cause the damage as monitor, then on the counter set it as start on contact. Exit the event on contact object. Click value print and relate counter object to it, now double click value print and set counter as display value. Now this value print will display the damage as a number that will keep rising as the object touches it, for the effects and stuff just use event on values monitoring the value print object and set it so on a certain value the object will start the effect like particles or a force to slow it down.

Tell me how it works out
Logmyster ;D
I'm never here and if I am I will try and say something...
Sorry tramkp888 I kind of forgot you back in July
Pages: [1]