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Icosahedron Example
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Nov 6 2007, 3:23 AM EST |
spelling/grammer |
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(which in this case, we already know), what parameters we may want for our shape (so it is dynamic), what type of meshbuilder technique to use, and finally how we can use the meshbuilder technique.We are making an icosahedron, simply a very
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RPG:CurrentPlayerSelection
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Oct 3 2007, 8:24 AM EDT |
Added missing part to assign ring to manager. |
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Double click the UnitManager instance and set its Ring property to the ring primitive in the scene (it should be a child of one of the soldier instances).Select the OnMouseDown script under the Soldier type to open the script editor.Before the last brace (
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RPG:CurrentPlayerSelection
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Sep 20 2007, 5:30 PM EDT |
tabbing for scripts |
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There were only format changes (bold, italics, etc.) in this version. See this version for details.
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RPG:CurrentPlayerSelection
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Sep 20 2007, 5:25 PM EDT |
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This sets the MoveTrigger on the currently soldier whenever Move changes, which plays the Move animation. Now if you select and move a soldier, you
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RPG:CurrentPlayerSelection
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Sep 20 2007, 5:19 PM EDT |
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Script.Choose Move as the event.Click Ok to create the script. (it may take a few seconds).Enter the following script for OnMoveChanged:bool move = (bool)context.Site["Move"];IObject current = (IObject)context.Site["Current"];if (current != null){ current["MoveTrigger"] = move;}
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RPG:CurrentPlayerSelection
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Sep 20 2007, 5:16 PM EDT |
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What this does it move the Ring as the child of the current soldier, whenever it changes. Since the Ring is inheriting rotation and translation
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RPG:CurrentPlayerSelection
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Sep 20 2007, 5:05 PM EDT |
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With the Object Ref property selected, left click on it to edit its name.Name it Ring.Select the OnMouseDown script under the Soldier type to open the script editor.Before the last brace ( } ) add the following piece of script: IObject ring = (IObject)unitManager["Ring"
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RPG:CurrentPlayerSelection
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Sep 20 2007, 5:02 PM EDT |
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Now that we have a controllable soldier, we need a few of them. You could create each one individually, or just use one of the
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RPG:CurrentPlayerSelection
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Sep 20 2007, 4:48 PM EDT |
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so we can scale it down a bit. Select the SolderController graph to open it.Double click the character controller operator to open its properties.Adjust the speed properties. (I used a walk speed of 0.1 and a turn speed of 3).
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RPG:CurrentPlayerSelection
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Sep 20 2007, 3:44 PM EDT |
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Now when you click on your solider instance in the scene view, it will be set as the Current on the UnitManager instance. You can
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RPG:CurrentPlayerSelection
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Sep 20 2007, 2:34 PM EDT |
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script:IObject unitManager = (IObject)context.Site.Root.GetObject("#Module/Instances/UnitManager");(IObject)context.Site.Root.GetObject("#Module/Instances/UnitManager");if (unitManager != null){ IObject current = (IObject)unitManager["Current"]; if (current != null) { if (!ReferenceEquals(current, context.Site)) { unitManager["Current"] = context.Site; } } else { unitManager["Current"] = context.Site; }}
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RPG:CurrentPlayerSelection
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Sep 20 2007, 2:34 PM EDT |
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as the script.script:IObject unitManager = (IObject)context.Site.Root.GetObject("#Module/Instances/UnitManager");if (unitManager != null){ IObject current = (IObject)unitManager["Current"]; if (current != null) { if (!ReferenceEquals(current, context.Site)) { unitManager["Current"] = context.Site; } } else { unitManager["Current"] = context.Site; }}
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RPG:CurrentPlayerSelection
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Sep 20 2007, 2:29 PM EDT |
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Now that our scene is set up and ready, we can get down to the most important part of this tutorial. That is handling the selection, the control of the selected character, and showing the red selection ring.Right click the Solider type and choose Add Script.Choose MouseDown
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RPG:CurrentPlayerSelection
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Sep 20 2007, 2:19 PM EDT |
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With XNA we are working in a Right Handed Coordinate system. This means that our character may be facing the wrong way when added to
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RPG:CurrentPlayerSelection
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Sep 20 2007, 1:36 PM EDT |
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With the default settings the model will have been imported and placed into the scene. We do not need to use this model right now, so it if is in the scene delete it. (Right click Lich under Scene in the tree, and choose delete).Now we
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RPG:CurrentPlayerSelection
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Sep 20 2007, 1:13 PM EDT |
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There were only format changes (bold, italics, etc.) in this version. See this version for details.
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RPG:CurrentPlayerSelection
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Sep 20 2007, 1:06 PM EDT |
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and choose Create>Skybox.Double click Sky Box to open its property sheet.Change Texture to Angel Canyon.vtf.Right click Scene in the tree and choose Create>Terrain Instance.Move the camera up (E or Gamepad LT) and find a spot on the terrain where you want your players.
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RPG:CurrentPlayerSelectionVideo
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Sep 20 2007, 12:50 PM EDT |
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There were only format changes (bold, italics, etc.) in this version. See this version for details.
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RPG:CurrentPlayerSelectionVideo
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Sep 20 2007, 12:41 PM EDT |
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Download a higher resolution version here.
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RPG:CurrentPlayerSelection
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Sep 20 2007, 11:34 AM EDT |
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This tutorial will show you how to add multiple characters to your scene, and switch between which character you control by clicking on them. It will include a red ring to show the currently selected character.To see the video version, please click here.here.
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