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dutchsmoker
Joined: Fri Oct 16, 2009 7:45 pm Posts: 72
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team 1 ignore team 0 doors.
right now the enemy ai shoots my doors . first of all the motors if they can get a clean shot. but is there any way they ignore the doors completly? its concerning something. the Crushing Door of Doom , that for it to work the enemy actor has to got no clue when they walking towards and under my door . Ini based would be sweet though i think i would need lua for this . any help would be greatly apriciated.
Last edited by dutchsmoker on Sun Sep 26, 2010 11:43 am, edited 1 time in total.
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Sun Sep 26, 2010 11:25 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: team 1 ignore team 0 doors.
It is certainly possible using pure .ini.
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Sun Sep 26, 2010 11:41 am |
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dutchsmoker
Joined: Fri Oct 16, 2009 7:45 pm Posts: 72
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Re: team 1 ignore team 0 doors.
it would be nice if you could collaborate on that . like you know a instance were it has been used or know what to change?
no info concerning ignoring doors on the temp wiki
i dont think setting the doors team to -1 will make them ignore it right. while if i change it to there own team the door would crush me instead of them. that does not sound right.
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Sun Sep 26, 2010 11:49 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: team 1 ignore team 0 doors.
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Sun Sep 26, 2010 12:04 pm |
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Sims_Doc
Joined: Fri Aug 20, 2010 4:45 am Posts: 911 Location: No Comment.
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Re: team 1 ignore team 0 doors.
i have a small question of sorts , why would you want them not to shoot your doors?
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Sun Sep 26, 2010 12:12 pm |
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dutchsmoker
Joined: Fri Oct 16, 2009 7:45 pm Posts: 72
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Re: team 1 ignore team 0 doors.
no download link anymore . i thought of a workaround though setting the door to team 1 , and the closed position is actually the open stance. on screen when actor is under the door,it will open for them , and thus on screen closing and them getting crushed by there own "team" door ironic well , its for a trapdoor , with a small sensor so it will trigger the close action when the actor is under it , with a fast closing motion. doesnt it seem obvious what would happen otherwise .. the enemies try to shoot the motors of the trapdoor. and after they empty a clip they move untill reloaded , cycle continues
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Sun Sep 26, 2010 12:14 pm |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: team 1 ignore team 0 doors.
It is in the BMCP, inside SK-PRR.rte.
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Sun Sep 26, 2010 12:51 pm |
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dutchsmoker
Joined: Fri Oct 16, 2009 7:45 pm Posts: 72
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Re: team 1 ignore team 0 doors.
thanks
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Sun Sep 26, 2010 1:10 pm |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: team 1 ignore team 0 doors.
Not a problem. Arrow and Spear may also prove helpful to you. Possibly Gauntlet as well. Also try Maxim Corp's laser doors.
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Sun Sep 26, 2010 1:16 pm |
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dutchsmoker
Joined: Fri Oct 16, 2009 7:45 pm Posts: 72
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Re: team 1 ignore team 0 doors.
still can't really figure out how he made it like that , i see he change characterheight to 40 , gibimpulse -1 , as woundlimit -1. and he has no motor.
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Sun Sep 26, 2010 2:41 pm |
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Destroyer19
Joined: Wed Aug 11, 2010 2:59 pm Posts: 19
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Re: team 1 ignore team 0 doors.
CaveCricket said to change GetHItByMOs to 0. It appears to work.
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Fri Oct 01, 2010 2:01 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: team 1 ignore team 0 doors.
Yeah if they don't have an MOID they can't be targeted. And that setting stops the collisions by not giving it one, if I remember correctly.
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Fri Oct 01, 2010 6:55 am |
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