[PLUGIN] GridTree (0.2)

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Post » Wed Aug 29, 2012 3:11 pm

I gathered that. :) Is there a release for C2?
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Post » Wed Aug 29, 2012 3:21 pm

Im wondering how to implement multiple grids below the root grid (top level). Ok lets say you have your beggining root grid on top that represents a world map (default depth 0?). Now lets say we wanted towns as a grid to enter. Also dungeons, gates to other worlds, random chest, etc.
So my question is would it look something like this?:

root grid (world map or whatever you want to call it)- depth 0 (default?)
towns- depth 1
dungeons- depth 2
planar gate- depth 3
chest- depth 4
house- depth 5
etc.- depth 6 and so on...

...even though these some of these grids are connecting on the same depth 0 root grid, some may have entries or connections to other grids. Like chests in dungeons, houses in towns, etc.

Or would they looks something like this?:

root grid- depth 0
towns- depth 1
dungeons- depth 1-50
planar gate- depth 1
chest- depth 1
house- depth 1
etc.- depth 1- (how ever many 'levels' that grid will have)

I hope what Im trying to ask makes sense. Basically does each grid have to have a unique depth or can they share depths, but have separate areas.

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Post » Wed Aug 29, 2012 3:39 pm

Also have a question about grid size.
If if have a grid size of 4, does this mean that grid only has 4 entries to other grids?
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Post » Thu Sep 13, 2012 5:34 am

Well it'd be 4^2, so 16 entries. In the next version I'm going to implement one dimensional grids, and unique grids that only have one point.

One dimensional grids would be useful for stuff like a list of NPCs, or the planets of a solar system. Unique grids would be like a unique dungeon or very rare items.
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Post » Mon Nov 05, 2012 11:59 am

is there any release for construct 2 ? this would fit all my problems :D
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