How to make an asymmetric char ?

That's correct. "Script" is the name of the entity level update script.

Seems silly I'm sure, but at the time it was done that way to avoid a name conflict.

We could change it now but would have to break all old modules or have two identical commands, so we choose to leave it be.

DC
 
Okay, thanks, here is why I didn't find any mod with updatescript in a char.
Anyway, I hope we'll see asymmetric chars in the future, from me or whoever! :D
 
16-bit Fighter said:
here is why I didn't find any mod with updatescript in a char.

Actually there are some. All entities for thrown objects in DDMini use updatescript to bounce them when they touch a wall and elf from Map demo use updatescript to display number of arrows he has
The former are subtle and very brief while the latter is easy to see ;)
 
Bloodbane said:
All entities for thrown objects in DDMini use updatescript to bounce them when they touch a wall and elf from Map demo use updatescript to display number of arrows he has
The former are subtle and very brief while the latter is easy to see ;)
What models ? I don't find any with an updatescript in its header.
 
I forgot to say that this is off topic
Anyways:
In DDMini, entities which use updatescript are: barrelS, barrelS2, boxS, boxS2, rockS, rockS2, steelBS, steelBS2, stumpS and stumpS2. All of them use same updatescript called bounce.c
In Map demo, elf uses personal updatescript (placed in same folder as his)
 
Now I'd like to know how to make the same type of char but with a selectable character. Because let's imagine a char with 3 different selectable palettes (normal, alter 1, alter2), then two new problems come: how to make the reverse palettes (normal', alter 1', alter2') used just during game not appear (in order to be not choosable) during the selection and how to change the above script to swap palette following the selected palette at start (for instance normal to normal').

Bloodbane said:
I forgot to say that this is off topic
Anyways:
In DDMini, entities which use updatescript are: barrelS, barrelS2, boxS, boxS2, rockS, rockS2, steelBS, steelBS2, stumpS and stumpS2. All of them use same updatescript called bounce.c
In Map demo, elf uses personal updatescript (placed in same folder as his)
There is no updatescript but script. Must I understand that updatescript and script in a header have the same function but updatescript is for stages and script is for chars ?
 
16-bit Fighter said:
Now I'd like to know how to make the same type of char but with a selectable character. Because let's imagine a char with 3 different selectable palettes (normal, alter 1, alter2), then two new problems come: how to make the reverse palettes (normal', alter 1', alter2') used just during game not appear (in order to be not choosable) during the selection and how to change the above script to swap palette following the selected palette at start (for instance normal to normal').

Easy. Use the hmap (hidden maps) model command.

hmap <first index> <last index>

Any of the model's maps between <first index> and <last index> are hidden from the player selection screen.

There is no updatescript but script. Must I understand that updatescript and script in a header have the same function but updatescript is for stages and script is for chars ?

They aren't "for" anything per say, it's more of what triggers them, and each will have different uses depending on what you want to do.

updatescript is executed every time the engine cycles. That makes it the single most powerful event script, but also the most resource intensive, so generally you want to use it for things only it can manage. One example would be if you wanted to draw your own custom lifebars for all on screen enemies at the same time.

script is executed when an entity is updated. The difference VS. universal update script is that it's only running when there is an entity of that model in play. That makes it good for things that require a constant update, but only for a specific model - like in your example, constantly monitoring which direction the Gill type entity is facing and setting palette accordingly.

DC
 
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