Preditor Scripting 101 - Part 3 of 3

Re: Preditor Scripting 101 - Part 3 of 3

Postby Mreaper » Mon Sep 28, 2009 4:49 am

PatrickB wrote:
Mreaper wrote:One thing I haven't really understood is these "no spawn regions" that you use in all 3 tutorials. Spawning is obviously tied to triggers here, so for there to be a need for this NoSpawn region the spawning points must normally activate automatically once you get close enough, right?


Monsters automatically spawn in the levels. So if I hadn't used one, the area would of been filled with monsters. The only time we script them to spawn is for these types of special events. As a rule we always use a NoSpawnRegion in the area where the player first spawns in so they are not immediately overwhelmed before they can grasp their bearings. I used a NoSpawnRegion in this lasts video because I wanted the player to walk into the area and just see the chest, and nothing else. Plus sometimes it lets the player know something is about to happen, and that can be fun anticipation.



Let's see if I got this right: so when you start a level, all monster spawn points immediately spawn their monsters?
Does that mean that the NoSpawn area refers to an area where the spawn points are inactive and have to be triggered?
I really want a perfect grasp on this since I intend to start modding after my first playthrough :D
Mreaper
 
Posts: 6
Joined: Sun Sep 27, 2009 4:25 am

Re: Preditor Scripting 101 - Part 3 of 3

Postby Webbstre » Mon Sep 28, 2009 5:33 am

Mreaper wrote:Let's see if I got this right: so when you start a level, all monster spawn points immediately spawn their monsters?
Does that mean that the NoSpawn area refers to an area where the spawn points are inactive and have to be triggered?
I really want a perfect grasp on this since I intend to start modding after my first playthrough :D


Judging from the very first tutorial, I would say that sounds right.

P.S. Quotes really need to be turned on in this forum :P
User avatar
Webbstre
 
Posts: 7126
Joined: Fri Jun 05, 2009 3:36 pm
Location: Osaka, Japan

Re: Preditor Scripting 101 - Part 3 of 3

Postby MrCuddlyTiger » Mon Sep 28, 2009 7:13 am

@Mreaper

No, that isn't what he is saying. If you have played diablo style games there are generally no "spawn" points, except for special scripeted events. It is all part of the random idea, monsters will spawn randomly in a given level... but they don't have "spawn" points. THey just spawn in the playable area. So in order to create a safe area, or an area that is special for a scripted event you will need to tell the game "don't spawn anything in this area". So when the game loads, the level chuncks are randomized, and the monsters are randomly spawned in the level, it won't spawn anything in the "no spawn zones".

SO you have two different "spawns" happening. There are spawns which the level designer can place by hand as we have seen in the first and third tutorials. Then there are the random spawns that the engine creates at load time. Basically if you didn't want to have any scripted event you could just throw down some tiles to create a room and run it... I'm sure there are some options in the editor to set what kinds of monsters and what level and such will randomly spawn, but that hasn't be shown in the vids.
MrCuddlyTiger
 
Posts: 63
Joined: Sat Jun 27, 2009 8:20 am

Re: Preditor Scripting 101 - Part 3 of 3

Postby Gbrown » Mon Sep 28, 2009 2:09 pm

MrCuddlyTiger wrote:@Mreaper

No, that isn't what he is saying. If you have played diablo style games there are generally no "spawn" points, except for special scripeted events. It is all part of the random idea, monsters will spawn randomly in a given level... but they don't have "spawn" points. THey just spawn in the playable area. So in order to create a safe area, or an area that is special for a scripted event you will need to tell the game "don't spawn anything in this area". So when the game loads, the level chuncks are randomized, and the monsters are randomly spawned in the level, it won't spawn anything in the "no spawn zones".

SO you have two different "spawns" happening. There are spawns which the level designer can place by hand as we have seen in the first and third tutorials. Then there are the random spawns that the engine creates at load time. Basically if you didn't want to have any scripted event you could just throw down some tiles to create a room and run it... I'm sure there are some options in the editor to set what kinds of monsters and what level and such will randomly spawn, but that hasn't be shown in the vids.


Yeap, this is pretty much exactly right.
User avatar
Gbrown
Runic Staff
 
Posts: 412
Joined: Fri Jun 05, 2009 3:21 pm

Re: Preditor Scripting 101 - Part 3 of 3

Postby GCoder » Mon Sep 28, 2009 3:10 pm

Good stuff! Thanks Patrick!
User avatar
GCoder
 
Posts: 37
Joined: Wed Jun 10, 2009 8:01 am

Re: Preditor Scripting 101 - Part 3 of 3

Postby Mreaper » Tue Sep 29, 2009 10:24 am

Great, then I know how it works.
Mreaper
 
Posts: 6
Joined: Sun Sep 27, 2009 4:25 am

Re: Preditor Scripting 101 - Part 3 of 3

Postby BlacRyu » Tue Sep 29, 2009 2:56 pm

Wow, looks very cool! Thanks for making these videos.
I've played lots of games with level editors but I usually found they had no tutorials, and although I can usually pick things up easily, they were still too confusing to jump jump into. But this editor looks very intuitive. Just from watching these videos I feel like I could jump in and start creating some dungeons and traps. I can't wait to see it for myself when it's released, and I can't wait to play the game as well!
BlacRyu
 
Posts: 4
Joined: Tue Sep 29, 2009 2:48 pm

Re: Preditor Scripting 101 - Part 3 of 3

Postby TaylorMouse » Thu Oct 15, 2009 6:03 am

I've been modding for years for the Hive ( Warcraft 3 ) and even did some coding in Ogre3D, XNA and Blitz3D, but I will defenely try this for sure !!!

Keep up the good work !!

T.
User avatar
TaylorMouse
 
Posts: 63
Joined: Tue Oct 13, 2009 12:22 am

Re: Preditor Scripting 101 - Part 3 of 3

Postby aholman » Wed Oct 28, 2009 7:40 am

Im just excited and can't wait for the Editor:)
So I already have an idea but also some questions to what you can do with the editor.
Can you somehow trigger monsters to have changed abilities or stats?
Those monster spawns, is it possible to just have monsters keep spawning from one spawn point until for example a trigger causes them to stop:)?
aholman
 
Posts: 293
Joined: Wed Oct 28, 2009 3:16 am

Re: Preditor Scripting 101 - Part 3 of 3

Postby PatrickB » Wed Oct 28, 2009 8:31 am

aholman wrote:Im just excited and can't wait for the Editor:)
So I already have an idea but also some questions to what you can do with the editor.
Can you somehow trigger monsters to have changed abilities or stats?
Those monster spawns, is it possible to just have monsters keep spawning from one spawn point until for example a trigger causes them to stop:)?


Yes they can change abilities and stats, we have a boss that changes up his abilities during the fight 3-4 different times. You will know when you see him. ;)
Yes you can have monsters constantly spawn until you tell them not to.
User avatar
PatrickB
Runic Staff
 
Posts: 853
Joined: Fri Jun 05, 2009 3:39 pm
Location: All over the damn place...

Re: Preditor Scripting 101 - Part 3 of 3

Postby aholman » Thu Oct 29, 2009 12:34 am

Great, Im looking forward to the editor. And yes I met that guy, I just wasn't sure that it was possible with the editor:) Thanks for the answer!
aholman
 
Posts: 293
Joined: Wed Oct 28, 2009 3:16 am

Re: Preditor Scripting 101 - Part 3 of 3

Postby Mauss » Thu Oct 29, 2009 10:16 am

[quote="aholman"]I just wasn't sure that it was possible with the editor:)[/quote]

The great thing about Torchlight is that Runic used the editor formerly known as PrEditor for everything - they don't have some secret in-house tool they're not giving to us. So if you saw it in the game, you're going to be able to do it in the editor :)
Mauss
 
Posts: 2
Joined: Mon Jun 08, 2009 8:43 pm

Re: Preditor Scripting 101 - Part 3 of 3

Postby Schmoopy » Thu Oct 29, 2009 11:24 am

Hey, I just wanted to ask - When will Preditor be released? Is there a date yet?
I think the developers said it would be released around the same time as the game is released, so is it coming in a week or two or later?

Thanks.
Schmoopy
 
Posts: 2
Joined: Thu Oct 29, 2009 11:21 am

Re: Preditor Scripting 101 - Part 3 of 3

Postby PatrickB » Thu Oct 29, 2009 12:16 pm

Very soon. I don't have an exact day yet. Bugs take priority. :D
User avatar
PatrickB
Runic Staff
 
Posts: 853
Joined: Fri Jun 05, 2009 3:39 pm
Location: All over the damn place...

Re: Preditor Scripting 101 - Part 3 of 3

Postby Schmoopy » Thu Oct 29, 2009 1:58 pm

Great, really looking forward to it. Nice job with the tutorials too :)
Schmoopy
 
Posts: 2
Joined: Thu Oct 29, 2009 11:21 am

Re: Preditor Scripting 101 - Part 3 of 3

Postby Mitchell233 » Thu Oct 29, 2009 2:17 pm

I want it to come out so bad! Want to get started with my campaign our team is working on.
Mitchell233
 
Posts: 65
Joined: Mon Oct 26, 2009 5:24 pm

Re: Preditor Scripting 101 - Part 3 of 3

Postby Manzikeen » Fri Oct 30, 2009 2:44 pm

I actually ended up in a phase portal room that worked almost exactly like this one. Kinda interesting to see it was used for more then just a tutorial purpose. Great stuff though, can't wait to give the editor a try.
User avatar
Manzikeen
 
Posts: 141
Joined: Wed Oct 28, 2009 8:49 pm

Re: Preditor Scripting 101 - Part 3 of 3

Postby nasarius » Mon Nov 02, 2009 9:39 am

Yeah! I grinned like an idiot when I jumped through a phase portal (from floor 2 or 3, I think) and saw the gate slam down and a half-circle of skeletons spawn behind me. There's only a short section leading to the exit that's not seen in the video.
nasarius
 
Posts: 70
Joined: Tue Oct 27, 2009 3:32 pm
Location: Berlin

Re: Preditor Scripting 101 - Part 3 of 3

Postby WarriorComic » Mon Nov 02, 2009 11:40 am

Nice, this is very handsome editor easy scripting i assume aswell.

People might take Diablo 3 as a mod in considaration too bad you can't destroy pillars or wack the ground right open more interaction...

But i got some idea's making long huge halls where to fight off a minimum of 100 skeletons charging right into you :D
Is it also possible to add delay timers? afther opening the chest? or triggers on the floor where you walk and step on a trigger mob's run right afther you?
I assume its in the editor... :D
User avatar
WarriorComic
 
Posts: 16
Joined: Sat Oct 31, 2009 2:18 pm
Location: The Netherlands

Re: Preditor Scripting 101 - Part 3 of 3

Postby xdanx » Mon Nov 02, 2009 1:14 pm

This editor looks great :D hmm but I was wondering, considering what I've seen and read. Is this a complete editor or just a level editor? because it seems to be a level editor limited to create maps and specific monsters and all that. But if that's the case, it wouldn't really have anything related to modding, like modifying characters, skills, items, etc.

Anyway, just watching that videos makes me want to have it xD I love the way it works, it's very complete and usefull, it reminds me when I used to create Counter Strike maps with Valve Hammer editor some years ago xD but much better.
User avatar
xdanx
 
Posts: 110
Joined: Sat Oct 31, 2009 7:41 pm

PreviousNext

Return to News and Announcements

Who is online

Users browsing this forum: No registered users and 1 guest