New Update: June 17, 2011
New Update: June 17, 2011
Welcome, Guest

About hierarchy...
(1 viewing) (1) Guest
  • Page:
  • 1
  • 2

TOPIC: About hierarchy...

About hierarchy... 14 years, 6 months ago #77

I've been reading the scripts, and it seems that when you try to access some data (for example, Audio.Shot), it starts looking in the directory the script is in, then in its parent, then in its parent, and so on, unless you specify _root; Am I right or there's some other way? Because sometimes the scripts get info from their same directory (package/folder?), or from the parent...
The topic has been locked.

Re: About hierarchy... 14 years, 6 months ago #78

To prevent littering, I just noticed, even when you turn a process off, the current thread (script that was running) doesn't stop, right?


local lMousePosition = Root.Logics.MousePosition

if FlashManager:HitTest( TextureFlash, ClipPath.String, lMousePosition.X, lMousePosition.Y ) == 1 then
    FlashManager:Goto( TextureFlash, ClipPath.String, "Over" )
    GlobalProcessManager:SwitchOff()
    GlobalProcessManager:SwitchOn( MouseIn )
else
    FlashManager:Goto( TextureFlash, ClipPath.String, "Idle" )
end


It switches off and then turns MouseIn on. Sorry for all these questions, but since this doesn't have documention, and I can't do trial and error, I guessed I would have to ask. :/
The topic has been locked.

Re: About hierarchy... 14 years, 6 months ago #79

ElectricAxel wrote:
I've been reading the scripts, and it seems that when you try to access some data (for example, Audio.Shot), it starts looking in the directory the script is in, then in its parent, then in its parent, and so on, unless you specify _root; Am I right or there's some other way? Because sometimes the scripts get info from their same directory (package/folder?), or from the parent...


That's exactly how variable scoping is working on our dev tool. Well done!
  • FredBrach
  • OFFLINE
  • Administrator
  • Lead Designer of Citadel Wars
  • Posts: 62
  • Karma: 0
FredBrach
The topic has been locked.

Re: About hierarchy... 14 years, 6 months ago #80

ElectricAxel wrote:
To prevent littering, I just noticed, even when you turn a process off, the current thread (script that was running) doesn't stop, right?


local lMousePosition = Root.Logics.MousePosition

if FlashManager:HitTest( TextureFlash, ClipPath.String, lMousePosition.X, lMousePosition.Y ) == 1 then
    FlashManager:Goto( TextureFlash, ClipPath.String, "Over" )
    GlobalProcessManager:SwitchOff()
    GlobalProcessManager:SwitchOn( MouseIn )
else
    FlashManager:Goto( TextureFlash, ClipPath.String, "Idle" )
end


It switches off and then turns MouseIn on. Sorry for all these questions, but since this doesn't have documention, and I can't do trial and error, I guessed I would have to ask. :/


Again, you are right.

First detail, i think you have understood that, but the root package is execute each frame. This is the game loop.

And then, all operations on the code path (switch off/on, add package, etc.) are delayed at the frame end to preserve frame integrity.
There is some sort of force switchoff/on if i remember well but that's not the main use.

Note that you have access to - almost - all the app/game data in this tools even if there is C++ calls (via LUA scripts, kind of globalplugin->call() if I remember ). C++ calls are just routines calls (no hidden classes or structure). C++ calls use the same scoping system for instance.

Then you can tweak - almost - everything.

Enjoy.
  • FredBrach
  • OFFLINE
  • Administrator
  • Lead Designer of Citadel Wars
  • Posts: 62
  • Karma: 0
FredBrach
The topic has been locked.

Re: About hierarchy... 14 years, 6 months ago #81

FredBrach wrote:
ElectricAxel wrote:
To prevent littering, I just noticed, even when you turn a process off, the current thread (script that was running) doesn't stop, right?


local lMousePosition = Root.Logics.MousePosition

if FlashManager:HitTest( TextureFlash, ClipPath.String, lMousePosition.X, lMousePosition.Y ) == 1 then
    FlashManager:Goto( TextureFlash, ClipPath.String, "Over" )
    GlobalProcessManager:SwitchOff()
    GlobalProcessManager:SwitchOn( MouseIn )
else
    FlashManager:Goto( TextureFlash, ClipPath.String, "Idle" )
end


It switches off and then turns MouseIn on. Sorry for all these questions, but since this doesn't have documention, and I can't do trial and error, I guessed I would have to ask. :/


Again, you are right.

First detail, i think you have understood that, but the root package is execute each frame. This is the game loop.

And then, all operations on the code path (switch off/on, add package, etc.) are delayed at the frame end to preserve frame integrity.
There is some sort of force switchoff/on if i remember well but that's not the main use.

Note that you have access to - almost - all the app/game data in this tools even if there is C++ calls (via LUA scripts, kind of globalplugin->call() if I remember ). C++ calls are just routines calls (no hidden classes or structure). C++ calls use the same scoping system for instance.

Then you can tweak - almost - everything.

Enjoy.


I am most certainly enjoying how you guys encourage us to mod the game, giving us the tools to do it and such, the only thing I don't understand are the images and such, which seem to come from what seem to be virtual drives. Can I put my own image in, for example to create a sword?
The topic has been locked.

Re: About hierarchy... 14 years, 6 months ago #82

Mmmh, what do you mean by image: meshes or textures?

Meshes and textures are yellow balls as everything. Let's take a look at the yellow balls which are called : renderables. A renderable is a 2D/3D thing which can be drawn to the screen. It have a mesh and a material.

Unfortunately, you can't add/update meshes for the moment but... "Jul? let's go for .obj importing or maybe we should distribute the 3dsmax plugin?"

Fortunately, you can add/update textures (.bmp, .png, .jpg, .dds) etc.

Is it alright? If it's still not limpid, don't hesitated to tell it to me. Maybe I do not totally understand your concern..
  • FredBrach
  • OFFLINE
  • Administrator
  • Lead Designer of Citadel Wars
  • Posts: 62
  • Karma: 0
FredBrach
Last Edit: 14 years, 6 months ago by FredBrach.
The topic has been locked.

Re: About hierarchy... 14 years, 6 months ago #83

I meant Textures, unless I'm wrong, the bow in the screen is a Texture, a GUI or a HUD of some sort, and since it has no MP it doesn't need a Mesh as of now, so I could make a sword if I learn to use the Raycasting function...

I understood, thanks. I just wish I could play, but I can wait.
The topic has been locked.

Re: About hierarchy... 14 years, 6 months ago #84

Can you tell me more about the "virtual drives" you talk about. What kind of thing let you think about virtual drives.

Oh.. i think I understand.

Yes you are right. Well done: some yellow balls have hidden user datas (virtual drives) you just can't access directly but by methods.
  • FredBrach
  • OFFLINE
  • Administrator
  • Lead Designer of Citadel Wars
  • Posts: 62
  • Karma: 0
FredBrach
The topic has been locked.

Re: About hierarchy... 14 years, 6 months ago #85

I saw some scripts getting Flash files, sounds files, can't remember if other type of files, from directories like Z: and G:, which I don't have. I hope sometime in the future the App will have some feature to preview Textures and Meshes, or some other applications to do so, and also to see this hidden userdata... Or a wiki. But all in time, this is still pretty new.
The topic has been locked.

Re: About hierarchy... 14 years, 6 months ago #86

ElectricAxel wrote:
I meant Textures, unless I'm wrong, the bow in the screen is a Texture, a GUI or a HUD of some sort, and since it has no MP it doesn't need a Mesh as of now, so I could make a sword if I learn to use the Raycasting function...

I understood, thanks. I just wish I could play, but I can wait.


the bow is a skinned meshes.

But you can replace it by a 2D sword it's absolutely possible.

I will make my possible to make it running on this ATIs as soon as possible..
  • FredBrach
  • OFFLINE
  • Administrator
  • Lead Designer of Citadel Wars
  • Posts: 62
  • Karma: 0
FredBrach
The topic has been locked.

Re: About hierarchy... 14 years, 6 months ago #87

ElectricAxel wrote:
I saw some scripts getting Flash files, sounds files, can't remember if other type of files, from directories like Z: and G:, which I don't have. I hope sometime in the future the App will have some feature to preview Textures and Meshes, or some other applications to do so, and also to see this hidden userdata... Or a wiki. But all in time, this is still pretty new.


Oh well in fact, the data were loaded from this drives but are now in the .cgk. You can browse for new image of yours and save the yellow ball.

Note that if you double click on a package, a preview window is automatically opened but I think it should crash cause of the graphics card problem...
  • FredBrach
  • OFFLINE
  • Administrator
  • Lead Designer of Citadel Wars
  • Posts: 62
  • Karma: 0
FredBrach
Last Edit: 14 years, 6 months ago by FredBrach.
The topic has been locked.

Re: About hierarchy... 14 years, 6 months ago #88

I'm amazed I managed to figure all this out. o:

Alright, thanks for the support! I don't have any other question right now, I decided to stop checking hours ago because I couldn't do anything anyway, but I will try and add a mouse hold feature when I can, TotalBiscuit said it got tedious to click so much...
The topic has been locked.

Re: About hierarchy... 14 years, 6 months ago #89

FredBrach wrote:
ElectricAxel wrote:
I saw some scripts getting Flash files, sounds files, can't remember if other type of files, from directories like Z: and G:, which I don't have. I hope sometime in the future the App will have some feature to preview Textures and Meshes, or some other applications to do so, and also to see this hidden userdata... Or a wiki. But all in time, this is still pretty new.


Oh well in fact, the data were loaded from this drives but are now in the .cgk. You can browse for new image of yours and save the yellow ball.

Note that if you double click on a package, a preview window is automatically opened but I think it should crash cause of the graphics card problem...


Oh, thats a neat feature, which I didn't try. The modding tutorial is very limited but it shows the basics, because you can find the cooldown intervals, the shootspeed (which are related in some formula I didn't bother to figure out), the max mana, I didn't find the mana cost for creatures as I didn't explore everything. What is the technical name for the yellow balls though? Or the dev team calls its yellow ball? lol



EDIT: I was testing the double click and what it does is toggle bState.
FredBrach wrote:
Note that if you double click on a package, a preview window is automatically opened but I think it should crash cause of the graphics card problem...
Last Edit: 14 years, 6 months ago by ElectricAxel.
The topic has been locked.

Re: About hierarchy... 14 years, 6 months ago #90

ElectricAxel wrote:
FredBrach wrote:
ElectricAxel wrote:
I saw some scripts getting Flash files, sounds files, can't remember if other type of files, from directories like Z: and G:, which I don't have. I hope sometime in the future the App will have some feature to preview Textures and Meshes, or some other applications to do so, and also to see this hidden userdata... Or a wiki. But all in time, this is still pretty new.


Oh well in fact, the data were loaded from this drives but are now in the .cgk. You can browse for new image of yours and save the yellow ball.

Note that if you double click on a package, a preview window is automatically opened but I think it should crash cause of the graphics card problem...


Oh, thats a neat feature, which I didn't try. The modding tutorial is very limited but it shows the basics, because you can find the cooldown intervals, the shootspeed (which are related in some formula I didn't bother to figure out), the max mana, I didn't find the mana cost for creatures as I didn't explore everything. What is the technical name for the yellow balls though? Or the dev team calls its yellow ball? lol


lol yes, indeed.

Sometimes, we call them: CgObject or FTL builtin types.


ElectricAxel wrote:

EDIT: I was testing the double click and what it does is toggle bState.
FredBrach wrote:
Note that if you double click on a package, a preview window is automatically opened but I think it should crash cause of the graphics card problem...


oh sorry => right click => package => edit scene
  • FredBrach
  • OFFLINE
  • Administrator
  • Lead Designer of Citadel Wars
  • Posts: 62
  • Karma: 0
FredBrach
The topic has been locked.

Re: About hierarchy... 14 years, 6 months ago #91

you can find main games settings (the only ones I tweak as a designer) at :

root.tools.gamesettings
  • FredBrach
  • OFFLINE
  • Administrator
  • Lead Designer of Citadel Wars
  • Posts: 62
  • Karma: 0
FredBrach
The topic has been locked.
  • Page:
  • 1
  • 2
Time to create page: 0.12 seconds