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my.skill.. confused.
#249866
02/04/09 18:00
02/04/09 18:00
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Joined: Nov 2008
Posts: 42 Philippines
gagamBRYAN
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OP
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Posts: 42
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confused at my.skill... what it does? is it predefined? i dont used WED, is that means i cant use it?.. i'd check the manual but it is not ckear to me.
hope anyone can enlighten me.
tnx in advance!
Secrets are stolen from deep inside..
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Re: my.skill.. confused.
[Re: gagamBRYAN]
#249869
02/04/09 18:04
02/04/09 18:04
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Joined: Feb 2008
Posts: 3,232 Australia
EvilSOB
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Expert
Joined: Feb 2008
Posts: 3,232
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It IS pre-defined. Every entity 100 defined var's called .skill1 to .skill100 Thay are ALSO called .skill(0) to .skill(99), two ways to access the same data, that is available for every entity... Look in atypes.h in the include folder of A7, youls fund the structures there. (just dont change anything, weird sh*t happens then, but I learned!)
"There is no fate but what WE make." - CEO Cyberdyne Systems Corp. A8.30.5 Commercial
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Re: my.skill.. confused.
[Re: gagamBRYAN]
#249870
02/04/09 18:08
02/04/09 18:08
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Joined: Jan 2005
Posts: 605 Deutschland, NRW
garv3
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Posts: 605
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Any entity got some parameters (skill1 ... skill100). You may set these parameters by doing something like The min and max allowed values for each skill are -999999.999 ... +999999.999 Additionally entities have 8 Flags calles flag1 ... flag8. These flags can only be set to ON or OFF. You may define other "names" for these skills and flags. To do so use something like. Now you can set the entities health (==skill2) by using code like You can use skills and flags as normal variables. But you must use them as a parameters of the specific entity.
Last edited by garv3; 02/04/09 18:09.
GameStudio Version: A7 Pro v7.86
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Re: my.skill.. confused.
[Re: EvilSOB]
#249871
02/04/09 18:14
02/04/09 18:14
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Joined: Nov 2008
Posts: 42 Philippines
gagamBRYAN
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so it is okay if in the "ent_animate(bagoboenemy, "run", anim_percentage, ANM_CYCLE);" i used varable anim_percentage to all these ent_animate rather than using the my.skill values?
Secrets are stolen from deep inside..
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Re: my.skill.. confused.
[Re: gagamBRYAN]
#249873
02/04/09 18:20
02/04/09 18:20
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Joined: Jul 2002
Posts: 4,436 Germany, Luebeck
Xarthor
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Joined: Jul 2002
Posts: 4,436
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If anim_percentage is a global variable it means that every entity has the same animation speed and every entity is for example at the 4th frame of its animation cycle. I would recommend to define a skill as anim_percentage and use it for each entity individually:
#define anim_percentage skill50;
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Re: my.skill.. confused.
[Re: Xarthor]
#249877
02/04/09 18:27
02/04/09 18:27
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Joined: Oct 2007
Posts: 5,210 İstanbul, Turkey
Quad
Senior Expert
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Senior Expert
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
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skill is an array of 100 vars in the entity struct.
normall they are used lik
entity.skill[0] or entity.skill[1] ...
skill1,skill2 are aliases for these.
you can also rename/realies them like the way Xarthor shows
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Re: my.skill.. confused.
[Re: Quad]
#249880
02/04/09 18:40
02/04/09 18:40
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Joined: Nov 2008
Posts: 42 Philippines
gagamBRYAN
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Posts: 42
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tnx guys!.. i'll just explore on that matter
Secrets are stolen from deep inside..
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Re: my.skill.. confused.
[Re: Quad]
#249884
02/04/09 18:44
02/04/09 18:44
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Joined: Oct 2008
Posts: 218 Nashua NH
heinekenbottle
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Joined: Oct 2008
Posts: 218
Nashua NH
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A skill is a variable that is similar to a local variable. However, instead of being specific to a function, it is specific to an entity. So if you want an entity to have a certain parameter, unique to that entity, you use a skill.
For example, .skill11 could be health. You could have player.skill11 = 100; and this won't effect enemy.skill11.
Skills can also be defined, as has already been stated to improve readability. #define health skill1
Skills can also be vectors. If skill3 is used as a vector, than skill4 and skill5 take the y and z components automatically (so take care when you use a skill as a vector, to not do anything with the two consecutive skills).
Skills are accessed by the entity[dot]property method such as player.health = 100; or you.speed = 75;
Last, a skill can also hold two numbers like this:
my.ammo = 100.25;
integer(my.ammo) = numOfBullets; //take the integer of my.ammo, assign that to numOfBullets frx(my.ammo) = numOfClips; //take the fraction of my.ammo, assign that to numOfClips
what this does, is it holds two values in one spot (this is useful if you exceed the number of skills.) In this example, we have 100 bullets and 25 clips.
You can do this trick with any variable by the way, but since you can run out of skills, this trick is usually seen with skills.
Last edited by heinekenbottle; 02/04/09 18:48.
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Re: my.skill.. confused.
[Re: heinekenbottle]
#249914
02/04/09 20:27
02/04/09 20:27
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Joined: Apr 2008
Posts: 437
dracula
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Senior Member
Joined: Apr 2008
Posts: 437
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For my clarification please:
I'm assuming we are not using WED here.
1. A single entity can have 100 skills. 2. A skill can be attached using dot notation as in object oriented programmming 3. They are effectively variables that are used exclusively with entities 4. They can be aliased for clarity
local/global or both kind of "variables" ????
Could someone list the properties of flags please. I know they are boolean but I still get confused by them.
Thanks
Last edited by dracula; 02/04/09 20:31.
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Re: my.skill.. confused.
[Re: dracula]
#249924
02/04/09 21:02
02/04/09 21:02
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Joined: Oct 2007
Posts: 5,210 İstanbul, Turkey
Quad
Senior Expert
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Senior Expert
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
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well
1. yeah 2. they are not attached, they are always there, you just access them using dot.(like you are using a element in a struct) 3. entites can store variables, in fact entites consistes from diffren type of variables/arrays, it has 100 vars(skills) a model(the visual apperance of entity) x,y,z,pan,tilt,roll and so on. If your entity is global(like you defined a Global ENTITY*) you can use them globally. Like you can use player.skill1 on another action. if you use me.skill# then it refers to skill of the entity that is running the action. Multiple entites running same action, can have diffren skill values, i mean:
action random_num(){ my.skill1 = random(1000); }
all entites using thsi action will have diffrent number stored in their skill1.
4. yeah
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