Random output at random time (problems fixed so far)
Quote from beecake on November 19, 2011, 6:37 amSo I got this idea. How about making a poke on look-a-like map? Pokemon in 3D
but I don't know how to do the "meeting a pokemon in grass" thing. I guess I have to use the logic-case.
So something with:
Min/ max refire for when the monster should show up
Different map changes for which monster it should be (map change, because the whole battle should be a new map maybe?)
And then to teleport back to the place you left...How could this be done?
So I got this idea. How about making a poke on look-a-like map? Pokemon in 3D
but I don't know how to do the "meeting a pokemon in grass" thing. I guess I have to use the logic-case.
So something with:
Min/ max refire for when the monster should show up
Different map changes for which monster it should be (map change, because the whole battle should be a new map maybe?)
And then to teleport back to the place you left...
How could this be done?
Quote from ChickenMobile on November 19, 2011, 6:45 amWell first you would need to allocate areas that would act as the grass. These would be areas that have triggers. When you start touch the trigger it will activate a timer which would fire at a random time (you would use the maximum random time value to set this). And then make the time point to a logic_case which will use the PickRandom input which will pick your random pokemon.
So you want the map to teleport you when a pok'emon pops out of the grass? Use a point_teleport to teleport the player to the battle area and then teleport them back using another point_teleport which was parented to the player. You will need to unparent the point_teleport for returning and then reparent when the battle has finished.
The "entity to teleport" value in your point_teleport should be !player.
Hope this helps.
Well first you would need to allocate areas that would act as the grass. These would be areas that have triggers. When you start touch the trigger it will activate a timer which would fire at a random time (you would use the maximum random time value to set this). And then make the time point to a logic_case which will use the PickRandom input which will pick your random pokemon.
So you want the map to teleport you when a pok'emon pops out of the grass? Use a point_teleport to teleport the player to the battle area and then teleport them back using another point_teleport which was parented to the player. You will need to unparent the point_teleport for returning and then reparent when the battle has finished.
The "entity to teleport" value in your point_teleport should be !player.
Hope this helps.
Quote from beecake on November 19, 2011, 6:54 amchickenmobile wrote:Well first you would need to allocate areas that would act as the grass. These would be areas that have triggers. When you start touch the trigger it will activate a timer which would fire at a random time (you would use the maximum random time value to set this). And then make the time point to a logic_case which will use the PickRandom input which will pick your random pokemon.So you want the map to teleport you when a pok'emon pops out of the grass? Use a point_teleport to teleport the player to the battle area and then teleport them back using another point_teleport which was parented to the player. You will need to unparent the point_teleport for returning and then reparent when the battle has finished.
The "entity to teleport" value in your point_teleport should be !player.
Hope this helps.
It's awesome! Ive got free this weekend
guess I've got a project
EDIT: Ow i ran into a problem. I can't parent a point_teleport. Could i fix this by using a brush tied to trigger_teleport and then parent an info_target to !player?
EDIT: It works! AlmostMy problem is that i cannot parent an info_target to !player
How can i do that?
So you want the map to teleport you when a pok'emon pops out of the grass? Use a point_teleport to teleport the player to the battle area and then teleport them back using another point_teleport which was parented to the player. You will need to unparent the point_teleport for returning and then reparent when the battle has finished.
The "entity to teleport" value in your point_teleport should be !player.
Hope this helps.
It's awesome! Ive got free this weekend
guess I've got a project ![]()
EDIT: Ow i ran into a problem. I can't parent a point_teleport. Could i fix this by using a brush tied to trigger_teleport and then parent an info_target to !player?
EDIT: It works! Almost
My problem is that i cannot parent an info_target to !player
How can i do that?
Quote from ChickenMobile on November 19, 2011, 7:13 pminfo_target should be able to parent to the player. When the player spawns, make them fall or walk into a trigger (or even teleport them so then the position will be exact) which will parent the info target to the player.
Trigger->OnStartTouch->info_target->SetParent->!activator
info_target should be able to parent to the player. When the player spawns, make them fall or walk into a trigger (or even teleport them so then the position will be exact) which will parent the info target to the player.
Trigger->OnStartTouch->info_target->SetParent->!activator
Quote from beecake on November 19, 2011, 7:57 pmchickenmobile wrote:info_target should be able to parent to the player. When the player spawns, make them fall or walk into a trigger (or even teleport them so then the position will be exact) which will parent the info target to the player.
Trigger->OnStartTouch->info_target->SetParent->!activatorAaaaah thats a good idea! Yup! I guess the player location will be excact if the player spawns inside the trigger at the same place as the info_target-
Ow this really screwed up... You had a nice idea. I just guess mixing it with the stuff i made just didn't workI'll come up with an alternative
Trigger->OnStartTouch->info_target->SetParent->!activator
Aaaaah thats a good idea! Yup! I guess the player location will be excact if the player spawns inside the trigger at the same place as the info_target-
Ow this really screwed up... You had a nice idea. I just guess mixing it with the stuff i made just didn't work
I'll come up with an alternative ![]()
