I'll be teaching a class in AWSchool on Saturday as part of the new AWUniversity effort, and the topic will be Interactive Building. This continues in the vein where Byte began last weekend while covering timers, but I think I'll be moving in a different direction with it. My feel of it as of today is that I won't be going over a specific command, but rather showing some examples of how to use multiple commands in tandem and encouraging creative uses of commands to achieve an interactive scene.
So for example, picture a scene where a man greets you upon entering a room and tells you that the door to the room beyond is locked. You can open it, but he's lost the key! If you can find the key, you can use it on the door and open it to continue forward. This is an easy interactive scene to set up, and in its simplest incarnation only requires the use of the say and visible commands to set up. You would, of course, want to use other commands to enhance the quality of the scene, but in general the creative combination of commands can provide a vivid experience in the virtual environment.
Ideally I would get to teach the class after Byte's shear/skew class, with some time for intermission. I'd like to set up some interactive examples perhaps half an hour before the class starts and let people play with them, and then we could get right into it. If you have any examples of things you would like to see just let me know, and I'll try to have that set up as well.
If I have some time to get into Active Worlds this week, I'll take some video of some existing examples of cutscenes and interactive games that I've worked on and post them up here. Stay tuned!
Showing posts with label Command. Show all posts
Showing posts with label Command. Show all posts
Tuesday, March 1, 2011
Sunday, February 27, 2011
Building - Byte's Interactive Building Class, detailing the At trigger and Timer command
For anyone who missed it, Byte taught an excellent class detailing AT trigger and Timer command today. This topic was of particular interest to me, because I love building games and characters you can interact with. Virtual buildings and cities are great, but what's the point if they're lifeless?
Both of these new features exist to make interactive building a bit easier, and they expand upon what we could do originally with astart scripting. For those of you who are lost, here's a rundown:
AT trigger - The at trigger will activate commands after a set amount of time, or at a scheduled time in VRT.
Both of these new features exist to make interactive building a bit easier, and they expand upon what we could do originally with astart scripting. For those of you who are lost, here's a rundown:
AT trigger - The at trigger will activate commands after a set amount of time, or at a scheduled time in VRT.
Byte: The at trigger has two uses. It is used to either trigger a set of commands at a certain point during a timer, or to trigger a set of commands in sync with the VRT clock.TIMER command - The timer command creates a timer in memory that allows a user to activate events after a set amount of time.
Byte: First off the timer command can be used with any trigger, even the at trigger, to create, reset, or stop a timer with a given name.
Byte: Every timer has a duration, which is the number of milliseconds the timer will last for.
Byte: An example of a timer called ABC with a duration of 1 second would be: create timer ABC 1000
Byte: Timers have multiple parameters, though. They take the form: <trigger> timer tmName duration [loop=1] [stop | reset] [global]
Labels:
Active Worlds,
ActiveWiki,
Activeworlds,
At,
AWSchool,
Byte,
Command,
Interactive,
Timer,
Trigger,
Virtual Building
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