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Topics - Grogard

Pages: [1]
1
Scripting & Programming / Extend base Character
« on: Mar 05, 13, 05:19:49 AM »
Hello.

I want to extend basic character classes.
Does any character classes diagram exist, or tutorial how to implement Custom Character System from scretch? Or list of classes what iu must implelemnting|extend and prototype foir creating character?

For character i must use the prototype. From what class i must create it? And how classes link to the texture and animation?

2
Hello.

If i right understand the SpecOracle, if I want to create the Race in my game. I must create RaceSpecOracle for simplyfy this functional. I nthe spec oracel i can store tha base static parameter and so on?

Do I right?

3
Hello.

I was added new NPC monkey to hte my test location. But the added don't wont to attacke me.

They are always in the combat state. And don't atack me $(

In What maybe the problem?

4
Hello.

I created the new Area with Arrival path on it.
And impelemtn goto this area from CSS screen. But If i'm in the first time login to this area the chartacted fly on the air $( Why it not go to the my existing arrival point?

5
Scripting & Programming / [Resolved] Custom _PlayerAccount class
« on: Jan 14, 13, 10:40:46 PM »
Hello.

1. I have DM_PlayerAccount that is child for _PlayerAccount.
2. I have the server prototype DM_Account_Prototype - created from the class DM_PlayerAccount;
3. I have the server class DM_Account that is the $ACCOUNT.

I have the method in the DM_Account:
Code: [Select]
method HE_UsePrototypeForAccountRootNode( prototypeName references String ) as Boolean
  //prototypeName = "e_account_prototype"
  println("HE_UsePrototypeForAccountRootNode")
  prototypeName = "DM_Account_Prototype"
  return true
.

But println in this code never display. Why?

And i have DM_CharacterSelectionSystem server class with method:
Code: [Select]
unique method cssSetLoadInTestArea( account as NodeRef of Class _PlayerAccount, loadTest as Boolean )
  println("cssSetLoadInTestArea")
  where account
    is kindof DM_PlayerAccount
      println("cssSetLoadInTestArea::loadTest")
      account.dmLoadInTestArea = loadTest
    .
  .
.
In this code the println never pring too. Why?

6
Hello.

I need to overwide _PlayerAccount prototype while CharacterSelectionSystem.

so i need to create Server Prototype from my class DM_PlayerAccount (impl _PlayerAccount), so how can i do this, if i do this operation with the command:
Code: [Select]
CPFC - Create Prototype from Class

It created but i cant see it on the Server Prototype Screen.

What i do wrong?

7
Hello.

I want after character selection logon to the custom area. Selected on the Select Character Screen.

So what i was done. I created code copyed from _cssLoadInCleanTest.

I created new field on my DM_PlayerAccount. But when i try to set this field on the server side:

Code: [Select]
unique method cssSetLoadInTestArea( account as NodeRef of Class _PlayerAccount, loadTest as Boolean )
  println("cssSetLoadInTestArea")
  where account
    is kindof DM_PlayerAccount
      println("cssSetLoadInTestArea::loadTest")
      account.dmLoadInTestArea = loadTest
    .
  .
.

This code "is kindof DM_PlayerAccount" never TRUE. Why? I have the class DM_PlayerAccount parent class set to the _PlayerAccount in what place i must say to use DM_PlayerAccoutn class?


If i Rigth understande I need the system tell that my playeraccount class is DM_PlayerAccount. But in what place i must do this?

8
Hello.

I have the class what implementing CSS.

I try to implement method HE_CSSSelectLastAreaInstance but i get this expeptions whyle compiling "Signature doesn't match other shared functions/methods"

My code is:
Code: [Select]
method HE_CSSSelectLastAreaInstance( account as NodeRef of Class _PlayerAccount, lastAreaID references ID, instance references String )

What i do wrong?

And second question is. I have my impl. of the PlayerAccount how can i cast in to the XX_PlayerAccount?
Code: [Select]
dmAccount as NodeRef of Class DM_PlayerAccount = account;

9
Hello.

Can somebody help me. I want to make the area1 - ground - as area before entering to the dungeon. And Area2 the dungeon. Link it with Seamless.

What i need: Area1: mountain and the enter to the dungeon - Area2.

How can i do this? How to create undeground level? Maybe already exist some tutorial or other informatio about this? Or somebody can tell me what i need to read on wiki?

Thanks.

10
Scripting & Programming / No target system
« on: Jan 09, 13, 03:01:55 AM »
Hello to EveryBody.

We want to implement no target system in our game. In what side we must look - maybe some article of something like this for implementation this system under HE? all examples base on target system $(

11
Scripting & Programming / [Resolved] _closeWindow don't work
« on: Jan 07, 13, 09:17:36 AM »
Hello.

I have the modal window, that open from other window:
I have two buttons: Close and Logoff and I havethe next code:

Code: [Select]
public function Open() as NodeRef of Class GUIControl
// typically args["names"] will contain a list of character names to populate the control
//   additional information may be included depending on game specific implementations
//
// called from $CHARACTERSELECTIONSYSTEM._CSSInvokeGUI
  //$GUI._clearGUI()
  wndMainMenu as NodeRef of Class GUIControl = CreateNodeFromPrototype( "DMWndMainMenu" )
  wndMainMenu.build = true
  wndMainMenu.centerControlOver( 0 )
  wndMainMenu.createModalDialog(None)
 
  return wndMainMenu
.

//Button callback
method _OnButtonMouseClick(button as NodeRef of Class _GUIButton, args references Class GUIMouseEvent)
  when button.name
    is "btnReturnToGame"
      println("btnReturnToGame pressed")
      me._closeWindow()
    .
    is "btnExitGame"
      println("btnExitGame pressed")
      SendCommand("/exit")
    .
    default
      ScriptError( "Unknown button: " + button.name + "." )
    .
  .
.


But the "me._closeWindow()" and "SendCommand("/exit")" don't work. WHY?

12
Hello. I have the next code when I click the button:
Code: [Select]
is "btnLogout"
      confirm as NodeRef of Class _ConfirmDialog = $ALERT._ConfirmDialog("confirmExit", "Выход", "Выйти из игры?")
      confirm._confirmDialogOwner = me
      args.handled = true
    .

And havwe the method on this GUI class:
Code: [Select]
method HE_ConfirmDialogAccepted()
  SendCommand( "/exit" )
.

method HE_ConfirmDialogDeclined()
  // Nothing to do here but let the dialog close.
.

But the i click any button i get this message in Error console:
Code: [Select]
!ERROR!System:GUIXMLChomper::ChompControlAttributeDynamicly: Invalid script "*None*". Field "_confirmdialogreturnscript" Prototype "_confirmDialog"

So what i do wrong?

13
Design & World Building / [] Localization Table Editor
« on: Jan 07, 13, 06:29:14 AM »
Hello.

I want to fill the "Localization Table Editor" but when I open it, it always Empty. Ig I try To add text, nothing happend. What I do wrong?

14
Hello to All.

I'm new to HE.
So I create my impl of CSS.

I create new GUI window and class for it.
Code: [Select]
public function Open( args as LookupList indexed by String of String ) as NodeRef of Class GUIControl
// typically args["names"] will contain a list of character names to populate the control
//  additional information may be included depending on game specific implementations
// called from $CHARACTERSELECTIONSYSTEM._CSSInvokeGUI
  $GUI._clearGUI()
  css as NodeRef of Class GUIControl = CreateNodeFromPrototype( "GUI_DM_CharacterSelectionWindow" )
  css.build = true
  css.centerControlOver( 0 )

  //names as List of String
  //unmarshal names from args["names"]
  //css._cssPopulateNamesList( names )

  //var loginButton = css._cssGetLoginButton()
  //SetKeyboardFocus( loginButton )
 
  // add a listener to CHARACTERSELECTIONSYSTEM
  var listener = $CHARACTERSELECTIONSYSTEM.createNodeListener( css, false )
  addAssociation( css, "base_hard_association", listener )
  $CHARACTERSELECTIONSYSTEM.addListener( listener )
  return css
.

method _OnButtonMouseClick(button as NodeRef of Class _GUIButton, args references Class GUIMouseEvent)
  println("_OnButtonMouseClick")
  when button.name
    is "loginCharacter"
      // Tell the server to load normally or into a clean test area
//      $CHARACTERSELECTIONSYSTEM._CSSRequestSetLoadInCleanTestArea( me._cssIsCleanChecked(), None )
//     
//      var listener = $CHARACTERSELECTIONSYSTEM.createNodeListener( me, false )
//      $CHARACTERSELECTIONSYSTEM._CSSRequestSelectCharacter( me._cssGetSelectedCharacterName(), listener )
//     
//      // Until chat buffering is set to false, no chat messages will be displayed in the
//      //   chat panel or your game specific chat
//      $BASECLIENT._setChatBuffering( false )
    .
    is "createCharacter"
//      arguments as LookupList indexed by String of String
//      var listener = $CHARACTERSELECTIONSYSTEM.createNodeListener( me, false )
//     
//      $CHARACTERSELECTIONSYSTEM._CSSRequestCreateCharacter( arguments, listener )
    .
    is "deleteCharacter"
//      if me._cssGetSelectedCharacterName() = ""
//        $ALERT._CleanModalAlert( "No character is selected." )
//      else
//        var listener = $CHARACTERSELECTIONSYSTEM.createNodeListener( me, false )
//        $CHARACTERSELECTIONSYSTEM.addListener( listener )
//        me._cssShowDeleteCharacterWarning( me._cssGetSelectedCharacterName() )
//      .
    .
    is "cancelDelete"
//      DestroyNode( button.rootParent() )
    .
    is "deleteConfirm"
//      $CHARACTERSELECTIONSYSTEM._CSSConfirmDeleteCharacter()
//      DestroyNode( button.rootParent() )
    .
    default
      ScriptError( "Unknown button: " + button.name + "." )
    .
  .
.

method EventRaised( obs as NodeRef of Class ObsSubject, data as NodeRef )
// NOTE The data passed in is "owned" by the observer pattern and will be deleted at
//        when the notifications are complete.  No listener should try to persist this
//        data node rather it should copy the data if it needs it beyond script execution.
//
  where data
    is kindof eventObject
      when data.eventType
        is "CSSCHARACTERCREATED"
//          DestroyNode( me )
        .
        is "CSSCHARACTERSELECTED"
//          destroyNode( me )
        .
        is "CSSCHARACTERLISTRECEIVED"
//          me._cssPopulateNamesList( $CHARACTERSELECTIONSYSTEM._CSSGetCharacterList() )
        .
        is "CSSDELETECHARACTER"
//          me._cssPopulateNamesList( $CHARACTERSELECTIONSYSTEM._CSSGetCharacterList() )
        .
        is "CSSCONFIRMDELETECHARACTER"
//          println("Got delete confirmation event")
//          $CHARACTERSELECTIONSYSTEM._CSSRequestDeleteCharacter( me._cssGetSelectedCharacterName(), None )
        .
        default
          println("Got event: " + data.eventType + " but I don't know what to do now?")
        .
      .
    .
    default
      ScriptError( "unknown data node type, no clue how to handle this" )
    .
  .
.

And when window open i get the next error:
Code: [Select]
Client Script Error
SCRIPT ERROR: In function ScriptError: Something created a listener for 1000000027 but that node's classes did not implement the method "EventRaised" nor the Shared Function "EventRaisedNotify"?
01/05/2013 20:21:35
Call trace:
  Script obsListenerNodeClassMethods line 80 me[id=1000000035 invalid]
  Script obsSubjectClassMethods line 209 me[id=1000000014 class=_characterSelection,DM_CharacterSelectionSystem]
  Script _characterSelectionClassMethods line 73 me[1000000014]
  Script _characterSelectionClassMethods line 79 me[1000000014]
  Script _characterSelectionClassMethods line 50 me[0]

But my class have this method EventRaised see abovwe for code.

I invoke this window by code:
Code: [Select]
method HE_CSSInvokeGUI( args as LookupList indexed by String of String ) as Boolean
// Used by $CHARACTERSELECTIONSYSTEM
//
// Used to invoke the character selection gui.  The args passed in are the args that where passed
//   to the client system node by the _CSSInvokeGUI method on the server node which could be extended/overridden
//   by implementing the HE_CSSInvokeGUI method on the server and adding whatever data is needed to a remote call that
//   the override makes to the client system node.
//
// return true to indicate you handled everything ie popped up your game-specific gui
  println("HE_CSSInvokeGUI")
  //css as NodeRef of Class GUIControl = createNodeFromPrototype("GUI_DM_CharacterSelectionWindow")
  css as NodeRef of Class GUIControl = GUI_DM_CharacterSelectionWindowClassMethods:Open( args )
  return true
.

What i do wrong. And also "_OnButtonMouseClick" never invoke - why?

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