I have been reading the forum and can't seem to find the info I need... So, here goes.. My plan is to start working on a RPG, but I am unsure if RF will do that.. It seems everything I read is about FPS.. Can RF help me create a RPG?? If so, what do I change to get the 3rd person view? I have read 2 tutorial and niether said how to set it up.. I would like the game to be a coursor/click to direct the character, but have a movable 3rd person camera. Neverwinter Nights comes to mind. But I could deal with another style if I have to. I have this game in my head driving me crazy!
Thanks in advance for any help..
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Yes RF can do RPG style games.My plan is to start working on a RPG, but I am unsure if RF will do that..
In th ePlayerSetup entity set LevelViewPoint to 1 to start the level in 3rd person view.If so, what do I change to get the 3rd person view?
Although there are some scripting functions to select objects with the mouse, the player movement can only controlled via the keyboard for now...I would like the game to be a coursor/click to direct the character, but have a movable 3rd person camera.
Nope you actually CAN do mouse movement but that's very advanced and needs much math (that was actually the thing with the asin,acos and atan functions i wanted to have). But that's really really difficult i haven't figured out to do this already, when i figure it out (because i wanted to have this feature too) i will keep you updated.
It will only be possible to translate the mouse pos in a way that allows a scripted player to change its direction in the direction of the mouse and then when you right click he will walk. (this only makes sense in top-down view; done with a fixed camera that actually isn't fixed and is moved inside the world.) Neverwinter Nights where you click onto some point and he automatically walks to there.
I will keep you updated....
It will only be possible to translate the mouse pos in a way that allows a scripted player to change its direction in the direction of the mouse and then when you right click he will walk. (this only makes sense in top-down view; done with a fixed camera that actually isn't fixed and is moved inside the world.) Neverwinter Nights where you click onto some point and he automatically walks to there.
I will keep you updated....
Everyone can see the difficult, but only the wise can see the simple.
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Just an idea:
If there was a pawn in the camera's position, wouldn't it be possible to calculate the distance to the geometry 'under' the mouse cursor? I mean, if the cursor is in position (X,Y) on the screen, we could use GetCollideDistance() to get the distance between the camera and the point over which the cursor is. In other words, it would translate 2D coordinates into 3D coordinates.
There's also a command for moving a scriptpoint around. So a scriptpoint could then be placed to the point where the mouse has been clicked, and with a scripted player it wouldn't be hard to make the character move there.
I haven't thought about the math much, but I think that by playing around with the angles it is possible.
If there was a pawn in the camera's position, wouldn't it be possible to calculate the distance to the geometry 'under' the mouse cursor? I mean, if the cursor is in position (X,Y) on the screen, we could use GetCollideDistance() to get the distance between the camera and the point over which the cursor is. In other words, it would translate 2D coordinates into 3D coordinates.
There's also a command for moving a scriptpoint around. So a scriptpoint could then be placed to the point where the mouse has been clicked, and with a scripted player it wouldn't be hard to make the character move there.
I haven't thought about the math much, but I think that by playing around with the angles it is possible.
Pain is only psychological.
Good ideas there. But i am unsure if this could work as we still have the problem of converting 2D to 3D space...
I've thought more of first translating the MouseCoursor Coordinates with the player coordinates and then determining the angle the player must have by getting atan of the two resultung Coordinates...
I have to think about implementing a atan2() function via the script...
Sorry i am a bit tired now and don't waat to explain everything in detail...
I've thought more of first translating the MouseCoursor Coordinates with the player coordinates and then determining the angle the player must have by getting atan of the two resultung Coordinates...
I have to think about implementing a atan2() function via the script...
Sorry i am a bit tired now and don't waat to explain everything in detail...
Everyone can see the difficult, but only the wise can see the simple.
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