Placing GameObjects in NPC: Difference between revisions

From Graal Bible
No edit summary
No edit summary
 
Line 6: Line 6:


Create a Script file in classes. You load the assets the same it was done before in weapons; under '''//#CLIENTSIDE'''
Create a Script file in classes. You load the assets the same it was done before in weapons; under '''//#CLIENTSIDE'''
[[File:NPC GO.png|none|thumb|1041x1041px]]
[[File:3d samples documentation test.png|none|thumb|1040x1040px]]
  function onPlayerChats() {
  function onPlayerChats() {
   if (player.chat == "/destroy") this.destroy();
   if (player.chat == "/destroy") this.destroy();
Line 14: Line 14:
   
   
  function onCreated() {
  function onCreated() {
     Quattro::AssetManagement::LoadAssetBundle("documentationexample");
     (@"3D/Dev/AssetManager").loadAssetBundle("documentationexample");
     this.prefab = GameObject::fromassetbundle("documentationexample", "assets/example/bomb.prefab");
     this.prefab = GameObject::fromassetbundle("documentationexample", "assets/example/bomb.prefab");
     this.bomb = Object::Instantiate(Type::GameObject, this.prefab);
     this.bomb = Object::Instantiate(Type::GameObject, this.prefab);
     this.bomb.transform.parent = this.gameobject.transform;
     this.bomb.transform.parent = this.gameobject.transform;
     this.bomb.transform.localposition =v3(0,0.5,0);
     this.bomb.transform.localposition = v3(0,0.5,0);
  }
  }
'''<u>Class:</u>''' ''3d_samples_documentation_test''  
'''<u>Class:</u>''' ''3d_samples_documentation_test''  



Latest revision as of 07:55, 12 October 2021

Another way to make GameObjects visible to all the Players is by placing them in NPCs.

However, placing many NPCs may be heavy on the server, so beware of that whenever you're doing so.

Start off by creating the NPC the normal way:

Create a Script file in classes. You load the assets the same it was done before in weapons; under //#CLIENTSIDE

3d samples documentation test.png
function onPlayerChats() {
  if (player.chat == "/destroy") this.destroy();
}

//#CLIENTSIDE

function onCreated() {
    (@"3D/Dev/AssetManager").loadAssetBundle("documentationexample");
    this.prefab = GameObject::fromassetbundle("documentationexample", "assets/example/bomb.prefab");
    this.bomb = Object::Instantiate(Type::GameObject, this.prefab);
    this.bomb.transform.parent = this.gameobject.transform;
    this.bomb.transform.localposition = v3(0,0.5,0);
}

Class: 3d_samples_documentation_test

Everything is the same when it comes to loading and instantiating the prefabs.

The only difference is for this line of code:

this.projectile.transform.parent = this.gameobject.transform;

Here, this.gameobject is the NPC GameObject. It is an empty GameObject we attach our prefabs to. We create the prefabs and make them children of this NPC GameObject.

Destroying the NPC:
  • this.destroy will destroy the NPC and all the children as well. (done on ServerSide)
  • You could also destroy the NPC and its children using the Unity Binding function: Object::Destroy(this.gameobject). (done on ClientSide)

Now in your other script/weapon. To place the NPC in the scene, we use putnpc2(x,y,"");

On ClientSide we trigger server in order to place the NPC containing the prefabs, and inform all the other clients of it, by implementing onActionServerSide().

findplayer("Graal5918039").addweapon(this.name);

function onActionServerside(cmd,x,y) {
  if (cmd == "bomb") {
    temp.bombernpc = putnpc2(x,y,"");
    temp.bombernpc.join("3d_samples_documentation_test");
  }
}

//#CLIENTSIDE

function onCreated() {
  triggerserver("gui", this.name, "bomb", player.x, player.y);
}

Weapon: 3D/Samples/Examples/DocumentationTest