This shows you the differences between two versions of the page.
Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
vehicles [2020/12/22 15:28] – justin | vehicles [2023/01/07 14:47] (current) – justin | ||
---|---|---|---|
Line 2: | Line 2: | ||
---- | ---- | ||
+ | =====Overview===== | ||
+ | A **vehicle** is a special type of [[object]], for example a ship or a car, that the [[player character]] can enter and use as a method of travel. This can enable the player to move around the [[map]] more quickly, or, when used with the [[terrain_types|terrain type]] functionality, | ||
- | [[terrain_types]] | + | =====Creating a Vehicle===== |
+ | To create a vehicle, you'll first need to decide which [[terrain types]] the vehicle will be traversing. Can it move anywhere [[character|characters]] can normally, specifically across any [[tile|tiles]] that have walkable [[navigation_and_interaction|navigation paths]] connected between them? Or does it need to be restricted to or prohibited from certain types of terrain, for example a ship that's restricted to water or a car that's prohibited from water? If the latter is true, then [[terrain types]] must be assigned to any appropriate [[tile|tiles]] from the [[Voxel Editor]]. | ||
+ | |||
+ | Taking the example of a ship, you'll need to assign an appropriate terrain type to any [[tile|tiles]] on which the ship could potentially traverse (river tiles, ocean tiles, etc.). The terrain type can be named whatever you'd like, but in this case " | ||
+ | |||
+ | {{: | ||
+ | |||
+ | You'll also need to create an [[object]] model to represent the vehicle. Refer to the table below for the predefined [[animation]] names that are applicable to [[object|objects]] being used as vehicles. | ||
+ | ^Animation Name^Description^ | ||
+ | |default|Plays whenever the vehicle is stationary.| | ||
+ | |move|Plays whenever the [[player character]] is moving the vehicle.| | ||
+ | |||
+ | {{: | ||
+ | |||
+ | Once you've created a model for your vehicle, add the [[object]] to the [[map]] in the [[Map Editor]] where you'd like it to be initially located. After it's placed, select it and enable the " | ||
+ | |||
+ | ^Icon^Property^Description^ | ||
+ | |{{: | ||
+ | |{{: | ||
+ | |{{: | ||
+ | |{{: | ||
+ | |||
+ | {{: | ||
+ | |||
+ | Using the ship example, you'll want to choose " | ||
+ | |||
+ | {{: | ||
+ | |||
+ | Note that all [[tile|tiles]] must have [[navigation_and_interaction|navigation]] connected with a walkable path type, even between land and water tiles as in the ship example. The game will take care of determining whether or not a [[character]] or vehicle can move between [[terrain types]]. | ||
+ | |||
+ | {{: | ||
+ | |||
+ | Because of [[navigation_and_interaction|navigation]] paths now being connected between land and water, however, you'll need to make sure to set the [[terrain types]] for your [[character|characters]] to prohibit them from entering the water [[tile|tiles]]. | ||
+ | |||
+ | {{: | ||
+ | |||
+ | If you want a vehicle to be able to interact with [[character|characters]] and [[object|objects]] on adjacent [[tile|tiles]] but not allow the player to exit onto those [[tile|tiles]], | ||
+ | |||
+ | {{: | ||
+ | |||
+ | =====Using Vehicles===== | ||
+ | In-game, the player can enter a vehicle by interacting with it as they would normally interact with a scripted [[object]], i.e. left-clicking with the mouse or pressing Space while facing it from an adjacent [[tile]]. Ctrl + Left-Clicking on a valid adjacent [[tile]] with the mouse or pressing Ctrl + Arrow Key in the direction of a valid adjacent [[tile]] will cause the player to disembark from the vehicle onto that [[tile]]. | ||
+ | |||
+ | {{: | ||
~~NOTOC~~ | ~~NOTOC~~ |