Silly Question: How do you change the Scene?

  • #1, by MuklinThursday, 16. February 2017, 07:34 3 years ago
    That may sound like a silly question because it's such an elementary thing in Visionaire, but I always have troubles with this; I don't like the results I get with my strategies:

    1. When leftclick on Object(door), character goes to Object(Door), then changes the scene.
    If the player changes his opinion and clicks somewhere else, the character still changes the scene although he went somewhere else.

    2. When leftclick ob Object(door), character goes to Object, which is also an Action Area, and the Action Area changes the scene.
    If the Player changes his opinion and clicks somewhere else, the character stays on the actual scene. Still there's a problem here: I don't know how your "Visionaires" work but my version (4.2.5) has plenty problems with Action Area Programming.

    Any Advices?  

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  • #2, by sebastianThursday, 16. February 2017, 08:20 3 years ago
    In general i am doing the second solution you mentioned. That has one main reason:

    you can't miss the teleport. When you have a doorway in the middle of the room and click behind the door (not clicking the actual door object), the character would go right through the door and nothing will happen. With an area you can catch these blind spots. 
    Also you can use the action areas to trigger for different characters which is quite nice when using npcs who should walk across multiple scenes. 


    Could you explain what difficulties you have with action areas? Im also on 4.2.5 but since Im using zhis version i never came across problems regarding these. 
    From time to tine the editor crashed, but that has the mainreasin that the editor still uses wxwidgets as a framework and this is not very stable. The new Vs5 hot rid of that problem though. 

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  • #3, by MuklinThursday, 16. February 2017, 09:23 3 years ago
    Could you explain what difficulties you have with action areas? Im also on 4.2.5 but since Im using zhis version i never came across problems regarding these.

    From time to tine the editor crashed, but that has the mainreasin that the editor still uses wxwidgets as a framework and this is not very stable. The new Vs5 hot rid of that problem though. 

    Exactly, it crashes. But not just from time to time; it crashes extremely often and I don't know how to avoid this. Do you think it's "save" to work with Vs5 Beta? I've got two concerns; I don't know how much it will cost and what if it will crash my game data? :o
    I don't even have had the time to play around with Action areas. We used them in the old Prototype for some effects.

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  • #4, by afrlmeThursday, 16. February 2017, 12:46 3 years ago
    1. The only reason it would do that is if you use an execute immediate action type & don't wrap the actions inside between either begin/end cutscene or hide/show cursor to disable player interaction. If you were to use execute at destination type actions then the actions will only be triggered once the character reaches the object position you specify in the properties tab for said object - bit where the compass is.

    2. I don't recommend using action areas in way system tab unless you really need to. It's more suited to games where player is controlling the character by keyboard/gamepad or has dynamic npc that can walk about & between scenes. My preferred use for action areas is for specifying the ground type, like is the ground: dirt, metal, wood, concrete, forest floor, grass, gravel, etc.

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  • #5, by MachtnixFriday, 17. February 2017, 19:57 3 years ago
    Yes, it crashs very often. I forgot a way to reduce it, it was to click on a special tab or disactive the current area or sth like that... before you leave the action menu, thats works well very often. I'm going to look later.

    If you want to avoid action areas, you can set an invisible object on the door with a click area, click on it, let "character go to object" and make a condition or an action to change the scene.

    edit: of course you can use the door-objekt itself for changing.

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  • #6, by MuklinSaturday, 18. February 2017, 09:47 3 years ago
    If you want to avoid action areas, you can set an invisible object on the door with a click area, click on it, let "character go to object" and make a condition or an action to change the scene.
    This is the first way I try to change the scene. But if the player changes his opinion and clicks somewhere else after he clicked at the door (or an invisible Object), the character still changes the scene although he went somewhere else.

    I forgot a way to reduce it, it was to click on a special tab or disactive the current area or sth like that... before you leave the action menu, thats works well very often. I'm going to look later. 

    I'll try to figure it out myself, too. If you remember the magical trick again, please let us know wink 

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  • #7, by MachtnixSaturday, 18. February 2017, 12:04 3 years ago
    This is the first way I try to change the scene. But if the player changes his opinion and clicks somewhere else after he clicked at the door (or an invisible Object), the character still changes the scene although he went somewhere else.
    OK, you are right. I used arrow objects to leave the scene with a request: "Möchtest du die Szene verlassen? Ja/Nein". I think every action a gamer decides needs a "yes" before it starts. But of course it's a lot of additional (zusätzlich?) work.

    Ich hoffe, ich drück mich auf Englisch einigermaßen richtig aus...

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  • #8, by afrlmeSaturday, 18. February 2017, 12:14 3 years ago
    It won't do anything if the player changes their mind if you use execute at destination type commands. As a bonus the player is already walking to the scene object/character you clicked on.

    If you use execute immediate actions then you will most likely need to include a send character to x position/object & wait. Now unless you wrap this in a begin/end cutscene or hide/show cursor then the player will be able to set a new position & because the wait part isn't actually listening out for when the player gets to the actual position you specified in the send character to position/object but is instead listening for when character stops in general, it still ends up triggering the actions in that immediate action block.

    I always use execute at destination type commands & I've never had a problem with them. If I wanted to force a cutscene then I would either use execute immediate commands or use an action area if needed to prevent the player from being able to interact with the scene when I don't want them to.

    Quick note: technically also possible to overlay an interface set to same size as your default game resolution with the interface area set to same or greated than the default game resolution to still show cursor but disable scene interaction. Unfortunately if you are displaying action text then that will show up on mouse over scene objects/characters unless you temporarily disable it with Lua script. It was an experiment I ran recently because I hate that cutscene wrapper hides cursor, same goes with display texts - really wish there was an option built in to set a cursor for when player can't interact with the game. Think I'll make a request to Simon & see if he can sort it out somewhere down the line.

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