Project PLASMA FPS 2004: Thread 3

Blitz3D Forums/Blitz3D Programming/Project PLASMA FPS 2004: Thread 3

Frank - I would maybe use a seperate Tool for the Bots, you might embed this in the Waypoint recorder, this might become a AI Editor or something, that runs seperatly from the Map editor.

The other items and their properties - I think there is no need to define everything right now.

If you agree with the method to activate special items trough action strings, we might add the handlers one by one.

So I would suggest we start with the doors. A door is a simple box, scaled to the Door shape and textured nicely. there might be more complex doors, but the simple ones only use one box. So in the editor you have to position a door mesh and scale it so it will fit the door space. Now enter the word "door_vertical_left" (just an example) in the name field. Done. All you need to do now is to write a handler for the Loader and the engine main loop.

This is the way I would work. It allows the addition of an infinte number of interactive items, one by one, without to edit the editor. It's the method is used with my demos and it allows real quick addition of further features.

you can also add things like "doorsound=snd\door3.wav" or "locked=5" etc.