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Won't implement / Re: Make project portable to flash
« on: January 19, 2009, 11:24:33 AM »
I ment, if WME itself has some lags calling script events...?
Forum rules - please read before posting, it can save you a lot of time.
By linking dll you mean plugin system like Spellbreaker says?First one is - game should be online. So client software can connect to and authorise on server, and locations should be shared between players who are also online at this moment. Cause of engine became open source I can assume - it can be done by adding our own network-code and features.
I'm not the "wme owner" but I can answer as well. Since wme.exe is under lgpl now you can add your own network-code & features but if they are compiled in the executable (and not dynamically linked) you should also release your code under lgpl.
And no plans for that? I really think that this could be (one more ) break through for WME...Second one is - game should be flash. WME has great opportuninies in building and scripting scenes. If these scenes could be "executed" in other "player", not only in "exe" like now, but also in "swf", which reads data from server - in would be fantastic. I think such feature would be much more then in demand. But in this case i can asume - it's too hard to implement. I've searched for something like this in web - but seems there is nothing yet done.
Not possible.
Seems to be something like i'm searching for. But much less popular then WME. I'll take a look. Thank you!Could WME owners comment these two questions, or may be some one could tell me about existing alternatives?
Check Lassie Adventure Studio
Just for info: Instead of changing the engine-code, you can develope a plugin as well for networking.Can we suggest what "ping" will be supported by engine itself (if we assume client-server is ideal). Could it be in range of 20-50 ms? Won't WME "generete" some lags and delays itself because of scripts execution? We surelly should make some tests before making decision, but would be interesting to here any ideas and expirience about that from community.
Multiple inventories
In WME each object (game, actors, entities) can have its own private inventory. It's mainly useful for games with multiple main characters. In that case you can control whose inventory is currently displayed on screen. This is done by setting the Game.InventoryObject attribute. By default this attribute is set to the Game object, which is just fine for single-inventory games. If you have multiple switching actors you'll want to set this attribute to the current actor.
spirit.TakeItem( "astral_tele" );
Game.LOG( spirit.HasItem( "astral_tele" ) );
Game.LOG( Game.IsItemTaken( "astral_tele" ) );
Game.TakeItem( "astral_zre" );
i.SavedHoverSprite = i.GetHoverSprite();
GetHoverSprite()
Queries a hover sprite of this item.
Return value
Returns filename of the currently assigned sprite.
var i = Game.GetItem( "astral_zre" );
i.Interactive = false;
i.Active = false;