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 Dummy Assault 
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Joined: Fri Jul 31, 2009 4:11 am
Posts: 42
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Post Dummy Assault
Anyone else come across the dummies killing their own brain?
I think it has to do with this, here (Alert-mode, dummy creation):
Code:
if y > 0.05 then
            actor = CreateAHuman("Dummy");
            actor.Team = 1;
            local z = math.random();
            if z < 0.5 then
               actor.AIMode = Actor.AIMODE_BRAINHUNT;
            elseif z < 0.75 then
               actor.AIMode = Actor.AIMODE_GOTO;
               actor:ClearAIWaypoints();
               actor:AddAISceneWaypoint(self.SearchArea:GetRandomPoint());
            else
               actor.AIMode = Actor.AIMODE_GOTO;
               actor:ClearAIWaypoints();
               actor:AddAIMOWaypoint(self.CPUBrain);
            end
            actor:AddInventoryItem(CreateHDFirearm(self.WList[math.random(#self.WList)],"Dummy.rte"));
            if math.random() > 0.1 then
               actor:AddInventoryItem(CreateTDExplosive(self.BList[math.random(#self.BList)],"Dummy.rte"));
            end
            actor:AddInventoryItem(CreateHDFirearm("Turbo Digger"));

the
Code:
actor:AddAIMOWaypoint(self.CPUBrain);


Looks like changing it to this worked:
Code:
if y > 0.05 then
            actor = CreateAHuman("Dummy");
            actor.Team = 1;
            local z = math.random();
            if z < 0.5 then
               actor.AIMode = Actor.AIMODE_BRAINHUNT;
            else--if z < 0.75 then
               actor.AIMode = Actor.AIMODE_GOTO;
               actor:ClearAIWaypoints();
               actor:AddAISceneWaypoint(self.SearchArea:GetRandomPoint());
            --else
            --   actor.AIMode = Actor.AIMODE_GOTO;
            --   actor:ClearAIWaypoints();
            --   actor:AddAIMOWaypoint(self.CPUBrain);
            end
            actor:AddInventoryItem(CreateHDFirearm(self.WList[math.random(#self.WList)],"Dummy.rte"));
            if math.random() > 0.1 then
               actor:AddInventoryItem(CreateTDExplosive(self.BList[math.random(#self.BList)],"Dummy.rte"));
            end
            --actor:AddInventoryItem(CreateHDFirearm("Turbo Digger"));

Although, I guess I could have left the turbo digger, the only reason they were using it to kill their brain is because that was the only way to get to it....


Last edited by Frostilicus on Thu Jun 10, 2010 8:12 pm, edited 1 time in total.



Thu Jun 10, 2010 7:33 pm
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Joined: Mon Jun 15, 2009 4:02 pm
Posts: 905
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Post Re: Dummy Assault
Hum. The timing of this is rather convenient.
It is a known issue, and it will be fixed next build.

Your solution is the same as the one in my Unofficial Cortex Command Patch.
Good job, nevertheless.


Thu Jun 10, 2010 7:36 pm
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Joined: Tue Jun 12, 2007 11:52 pm
Posts: 13144
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Post Re: Dummy Assault
I think the way point is being set to the brain to make dummies go on the path that players might take going to the brain and then the dummies would attack the players, but the dummies kill the brain instead.


Thu Jun 10, 2010 7:39 pm
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Joined: Fri Jul 31, 2009 4:11 am
Posts: 42
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Post Re: Dummy Assault
Petethegoat wrote:
Hum. The timing of this is rather convenient.
It is a known issue, and it will be fixed next build.

Your solution is the same as the one in my Unofficial Cortex Command Patch.
Good job, nevertheless.

Ahh. See, I tried looking for a post on the topic, but couldn't find it.
I noticed it way back when I first bought CC, but never really did anything with it....
All I had done previously was tweak some user created vaporware (i guess) mods (imo it works in this case :D ) so they would work.... Bad references because of a previous version or summat for the most part.


Thu Jun 10, 2010 8:17 pm
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