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Two questions http://45.55.195.193/viewtopic.php?f=1&t=11054 |
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Author: | Tealord [ Fri Apr 25, 2008 5:35 pm ] |
Post subject: | Two questions |
Question 1. How do I make computer controlled enemies chase your controlled players? I mean they normally just walk towards your brain, shoot you if they see you in their way to the brain, but if you manage to fly behind them, they usually ignore you and keep walking towards your brain. Question 2. I created a gun which shoots grenades with great power and sometimes when grenades hit the wall hard, they explode right away. The question is, how do I make grenades explode only after the TriggerDelay, so they could always bounce when hitting a wall? Thanks in advance. |
Author: | Tea [ Fri Apr 25, 2008 5:49 pm ] |
Post subject: | Re: Two questions |
I'm pretty sure the first one is impossible, you cant change game's AI. At least not if you know how to the games engine works. You probably can stop them from doing that but I don't know how. |
Author: | Tealord [ Fri Apr 25, 2008 6:17 pm ] |
Post subject: | Re: Two questions |
Im 100% sure that I once played somekind of modification of the game, where computers controlled enemies really started chasing your players, even if you flew over them and they saw you. Sadly I dont remember the mods name. And in AAL's mod, where is a zombie bomb, those zombies start chasing you if they see you, but the problem is that they kill even their own team-players. I guess its because of those zombie actors code part " Team = 999 ". Oh and an important point, in that modification which I played, your players werent coded to be a brain, because I know that they will chase you if you put in actors code that its a brain. |
Author: | octyl [ Fri Apr 25, 2008 8:00 pm ] |
Post subject: | Re: Two questions |
Make the grenades GibImpulseLimit REALLY high. |
Author: | 3 solid [ Fri Apr 25, 2008 8:16 pm ] |
Post subject: | Re: Two questions |
change the standing path to be the same as the walking path. Then set whatever weapon they use to have a really high aiming thing whatever it's called. It will see enemies from miles away and then chase them. Sight thing can be lower if you want. |
Author: | Tealord [ Fri Apr 25, 2008 8:59 pm ] |
Post subject: | Re: Two questions |
Do grenades have gibimpulselimit? Because I cannot find anything like that from the code. Tried that walking path trick, but computer actors still dont chase you. They do aim you from long distance and walk nonstop, but they still just keep going towards the brain. " Team = 999 " code part guess of mine showed to be false, I still wonder how does AAL's zombie bomb's zombie work, because its more interested of near by actors, than the brain, cannot figure that out. |
Author: | Grif [ Sat Apr 26, 2008 12:00 am ] |
Post subject: | Re: Two questions |
ADD GibImpulseLimit. If it's not there, the game defaults to a variable that's somewhere around 60. If you add it, you can set it to whatever you want. TDExplosives also automatically release all their "AddParticles" when they gib, in addition to whatever their gibs are. You CANNOT MODIFY AI. AI has a few basic behaviours, but you cannot change them. Try using AIMode = <whatever> in the actor codes. That's the entire extent of what actor behaviour modification you can do. The mod DID NOT HAVE ACTORS THAT DID ANYTHING UNUSUAL. Absolutely guaranteed. That's flat out impossible. |
Author: | Tealord [ Mon Apr 28, 2008 4:40 pm ] |
Post subject: | Re: Two questions |
Alright, thanks from the help Grif, tried that AIMode -trick and got pretty nice results, just that I cannot know what happens when I put specific number on it, trying to find the best one. <Throws a smokebomb and disappears. Little note appears when the smoke has cleared a little and theres a wording, " Leave a cup of tea assigned for Tealord and you will meet very happy Tealord ".> |
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