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 nivram
Registered 20/07/2006
Points 171
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16th April, 2012 at 16/04/2012 00:11:30 -
The example mfa can be found here, it will be under Q-R:
http://www.castles-of-britain.com/mmf2examples.htm
What I would like to happen is for the player only to be able to exit or enter a room through a door. The Player would also need to be able to still walk the passages.
The mfa uses the Dungeon Object Extension.
Any help would be appreciated.
Marv
458 MMF2 & CTF 2.5 examples and games
http://www.castles-of-britain.com/mmf2examples.htm
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 Sketchy Cornwall UK
Registered 06/11/2004
Points 1971
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16th April, 2012 at 16/04/2012 01:11:38 -
Personally, I wouldn't use the dungeon object to position the doors - it looks stupid having doors in the middle of junctions, or taking up whole squares when the rooms don't have walls, etc. I think you could come up with a much better way of doing it yourself.
You have two alternatives:
A. Have walls and doors both take up an entire square - so you'd need to surround rooms with a solid wall 1 square thick. That's easy enough - you just check each room square and if any of the adjacent squares are also room squares, make it a wall (or door) instead.
B. Have walls and doors on the lines between squares (eg. http://members.quicknet.nl/lm.broers/images/hquest5.jpg ). In this case, you could use an array to assign squares a "room ID" - so all the squares in one room have the value "1", all the squares in another have the value "2", all the corridor/other squares have a value "0", etc. You then don't allow the player to move to a square with a different value, except via doors. I think there's probably an extension to help with that (Advanced Gameboard object?), but if not, I've done it before without.
To illustrate the difference:
http://incubation.mendelsohn.de/forum/457-4sdw.png
The top image is a map from the board-game "Space Crusade", which uses method B; the bottom image is the same map converted for the PC game "Incubation", which uses method A.
Either way, you'd probably need to use a pathfinding extension to verify that a path can be found from the starting point to the exit, and add another door or two if not.
n/a
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 nivram
Registered 20/07/2006
Points 171
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16th April, 2012 at 16/04/2012 03:33:40 -
Thanks for your input.
Marv
458 MMF2 & CTF 2.5 examples and games
http://www.castles-of-britain.com/mmf2examples.htm
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