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old [x]Additional FOW blocker-tiles

Mora
User Playing CS2D

Quote
Hello us .
1)I'm interesting how it's possible(and if it's even possible) to make the tile which would change itself after you step on it, what i'm already did, would do 2)
(the image is small so i think it's okay to no spoiler(more) that)
IMG:https://i.imgur.com/YtmTp6g.png

As you can see after i step the tall grass it become to low one.
*2) When you haven't step on it you won't see through that(i mean items, such as standard for, there is no alpha need for now(as in the screen is 100%, so you won't be able to see through anyway.). It would block like a Smoke Grenade untill you step on it and make it low height grass.
Maybe like that:
IMG:https://i.imgur.com/LjyRDfw.png

As you can see in the screen it's work. But i'm used "wall w/o shadow" and it doing the job as nice as i want.. But one problem i can't step on it while playing to change it to another tile which won't block that. So i'd like to know if it possible to make it for a normal tile.

old Re: [x]Additional FOW blocker-tiles

Mora
User Playing CS2D

Quote
Maybe.. and they should have doors, using them and random large tunnels and ways, i have no map generator and can't make it myself. also i'd like to find a solution of what i'm said.

@user ohaz: I'm trying to. And as developer allow to use his source code and all gfx/sfx i can use it in cs2d. Anyway i have to do much things(i don't think i can handle them) but atleast to do something similar with their tilesets/gfx/sfx.
/also i'm playing skillful pixeldungeon and it's nice :v

old Re: [x]Additional FOW blocker-tiles

Pagyra
User Off Offline

Quote
• Way with using cs2d lua cmd tile
tile(x,y,"originalframe")
parse("settile "..x.." "..y.." "..t)

and more than this
cs2d lua cmd tile Info has written
entity: is there an entity at this position? 0 if none, entity type (>0) otherwise
hascustomframe: boolean, true if the frame of this tile has been changed with "settile", false otherwise
originalframe: tile frame number which this tile originally had (in the unaltered map) or which it currently has (if it has not been altered with "settile")



• Way with using cs2d entity entity Dynamic wall
parse("trigger \"tile"..x.."-"..y.."\"")
but firstly you need to set entities at every tile and more than this all of it must be called same as "tile13-14"

So you can use absolutelly black tile to simulate FOW.

old Re: [x]Additional FOW blocker-tiles

Gaios
Reviewer Off Offline

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@user Pagyra: It's still useless when he makes it multiplayer..

The reason is that Tiles are visible for all players at the same time, so question No. 2 is NOT possible. Unless you will use lua's Images that drops fps in CS2D.

old Re: [x]Additional FOW blocker-tiles

Pagyra
User Off Offline

Quote
hmm im not think so, because you can set cs2d cmd sv_fow 3
cs2d cmd sv_fow Info has written
3 - hide everything (everything will be hidden, including items and flying projectiles. only the map itself and buildings will be visible)

More than this you can make mask images at map for every player.

old Re: [x]Additional FOW blocker-tiles

Mora
User Playing CS2D

Quote
@user Gaios: I won't. Rather i won't use anyshit for that. + idk how to do that with images. I wrote idea yesterday. I think it would be really good and easy to add it in cs2d, i wish DC with his next update would include that.(or a happy new year update? )

old Re: [x]Additional FOW blocker-tiles

Mora
User Playing CS2D

Quote
Nope, but i guess there's enough of them to make shit-wooden pc laggy.
p.s-oh and btw these images are on the floor, but not for each other player. If your server have many players and for them all you use images(alot) for each person - it would lag.

/I'd like to wait what would answer DC(and if he ever do) in my shitidea in thread. I think really would be nice to make tile which blocks view but acting like a normal tile.
//and if no one have more ideas how2do it better and easier - maybe it needs to be closed(but nvm).
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