Game Development Community

Passable dif's?

by Michael Layfield · in Artist Corner · 10/16/2007 (10:50 pm) · 4 replies

Would it be possible to create dif's that are passable given a certain command or situation and then non passable after that command or situation is over? I'm planning to make a demo of a multilevel fighting/party game similar to Super Smash Bros where characters can jump/pass through a platform from underneath to reach the top and stay there, and then conversely can pass through the platform from above given a command.

#1
10/17/2007 (7:22 am)
I don't believe there is. You might look at this platform topic, though.
#2
10/19/2007 (11:17 am)
You can do something like that in T2D/TGB. You create a collision mesh and activate callbacks. The callback will tell you whether your player collided with the top, bottom, left or right side, and you can switch to different reactions based on the callback. This lets you jump up through platforms and stand on top of them, or crouch and go down through them, or squash enemies by jumping on them, or get hurt by running into the side of them, and so on.

This leads me to believe that it wouldn't be hard to implement in standard TGE, using scripting. You may have to use a DTS instead of a DIF for the "passable" part of your interior.
#3
10/19/2007 (11:27 am)
I don't know if it would be easy or not since there is an engine assumption that DIF's are collidable. I'm thinking it would require source changes to add in this functionality. I believe rendering can be turned off for DIF objects, but I do not know about collision (or if it would affect light mapping) without significant engine changes.