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door_scripting_tutorial [2017/11/04 10:51]
justin
door_scripting_tutorial [2017/11/04 11:22] (current)
justin
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 =====Allowing the Door to Be Toggled===== =====Allowing the Door to Be Toggled=====
-The previous scripts work fine for some cases, but most of the time you probably wouldn'​t want doors to be stuck in an open state. Fortunately we can improve these scripts and allow the door to be toggled between an opened and closed state.+The previous ​[[script|scripts]] work fine for some cases, but most of the time you probably wouldn'​t want doors to be stuck in an open state. Fortunately we can improve these [[script|scripts]] and allow the door to be toggled between an opened and closed state.
  
-The key to this functionality is maintaining the state of the door in an entity property using [[Set Entity Property]] and checking this property with an "​if"​ statement (or the "​Evaluate Condition"​ node in a visual [[script]]). According to the door's current state, you will trigger the appropriate animation, modify the navigation paths, and update the entity property with the new state. For example, a property named "​open"​ with a value that gets toggled between true or false could be used to maintain the door's state.+The key to this functionality is maintaining the state of the door in an entity property using [[Set Entity Property]] and checking this property with an "​if"​ statement (or the "​Evaluate Condition"​ node in a visual [[script]]). According to the door's current state, you will trigger the appropriate ​[[animation]], modify the [[navigation_and_interaction|navigation paths]], and update the entity property with the new state. For example, a property named "​open"​ with a value that gets toggled between true or false could be used to maintain the door's state.
  
-The new versions of the [[script|scripts]] are very similar to the previous ones except there is now a second set of events that can occur to "​revert"​ the door back to a closed state by playing the "​close"​ animation and changing the navigation paths back to their original types.+The new versions of the [[script|scripts]] are very similar to the previous ones except there is now a second set of events that can occur to "​revert"​ the door back to a closed state by playing the "​close" ​[[animation]] and changing the [[navigation_and_interaction|navigation paths]] back to their original types.
  
 ====Method 1: Replace Navigation==== ====Method 1: Replace Navigation====
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 </​code>​ </​code>​
  
-Scripting [[object|objects]] like doors is a great way to learn more about the RPG in a Box scripting language. There are often multiple methods to accomplish the same functionality and there isn't necessarily a right or wrong approach. As with many other concepts, the best way to learn is to experiment with different setups and determine what works best for you and the particular game that you're creating. Have fun!+Scripting [[object|objects]] like doors is a great way to learn more about the RPG in a Box [[script_syntax|scripting language]]. There are often multiple methods to accomplish the same functionality and there isn't necessarily a right or wrong approach. As with many other concepts, the best way to learn is to experiment with different setups and determine what works best for you and the particular game that you're creating. Have fun!
  
door_scripting_tutorial.txt ยท Last modified: 2017/11/04 11:22 by justin