Forum: Poser - OFFICIAL


Subject: Interactive media center (Coming soon)

3D-Mobster opened this issue on Jun 30, 2015 · 14 posts


3D-Mobster posted Tue, 07 July 2015 at 8:47 AM

This post focus on image counter and how to use them with triggers to create a simple combat system.

Image counter

These have two purposes which are shared with text objects. These being able to present values in a graphical way when used with a Timer trigger or in this example as a progress bar to keep track of health for the player and an enemy.

  1. Adding image counter

When added it will be represented by an empty place holder. Some standard editing tools are available to easily adjust the counter. 

file_6c4b761a28b734fe93831e3fb400ce87.jp2. Loading counter

Clicking the load images button will let you select an image from your computer. All images in the folder of the select image will automatically be loaded into the counter and can consist of 50 frames.

file_82aa4b0af34c2313a562076992e50aa3.jp3. Creating combat system using variables

For the combat system to save progress after the fight and to be able to update it as the fight unfold. A series of variables will keep track of the health of the player and the enemy.

file_d1f491a404d6854880943e5c3cd9ca25.jp4. Link variables to image counters

To setup a working image counter and make it work as a progress bar. The checkbox "Use as progress bar" is selected. This will open the progress bar settings menu, which will allow you to tell what should control it. In this case i have selected the Player image counter and told it that as Maximum value it should use the variable "Player Maximum health" and for progress "Player Current health", same is done for the enemy image counter.

file_1c9ac0159c94d8d0cbedc973445af2da.jp5. Setting up attack options

Empty image placeholders will be used to give the player options of where they would like to attack. In this case three have been added and there opacity lowered so its easier to see the image below. Image holders that haven't gotten an image loaded will automatically be invisible in the player. 

file_eecca5b6365d9607ee5a9d336962c534.jp6. Load custom cursor

To make each of the attack option work an Click trigger is added. In this example its just for the head, but would require the same setup for each option. To make the attack system more visual, a custom cursor is loaded and will be used whenever the cursor is over the object which the "Click" trigger is linked to. In this case the image covering the enemies head. A small gray box next to the loaded cursor allows to test how the cursor will appear in the Interactive player. 

file_0f28b5d49b3020afeecd95b4009adf4c.jp7. Setting up combat system

To make the combat more interesting a variable called "Player Attack Rating" is created and an attribute trigger is linked to the click trigger and setup to test whenever the enemies head is clicked, that the value of the variable is Greater than or equal a random roll of 100. To make the combat even more interesting a system that would reduce the chance of hitting the head but cause more damage could be made, making it up to the player to decide whether damage is more important than accuracy.

file_a597e50502f5ff68e3e25b9114205d4a.jp8. Damage system

To give the enemy damage another attribute trigger with a "Set" value is linked to the "Test" trigger. Since a "Test" trigger will only activate what is linked to it if the performed test is true, damage to the enemy will only happen as long as "Player Attack Rating" is greater than or equal to the random roll. In that case 1 will be subtracted from "Enemy Current health". To see what it would look like in the player you can use the preview button in the navigation window.

file_5f93f983524def3dca464469d2cf9f3e.jp9. Preview project

As the enemy head is clicked and the test for hitting is successful its health bar will go down. Since this is just an example I haven't added anything to allow the enemy to hit the player or what will happen when someones health reaches 0.

file_7f1de29e6da19d22b51c68001e7e0e54.jp