Posted By: Blink
sword/fist fighting a.i code.... - 08/01/08 15:24
ok...i was working on converting/combining two a5 scripts to a6 that were contributions from another site. i was able to get it running with no errors, but my dilemma is, when the main character approaches the enemy model, the enemy turns away, and then follows the player model around. i dont understand what's wrong. i am no coder, so can one of the great code masters please look at this and tell me whats wrong? i would like to contribute this to the community so us coding noobs can have a easy a.i. to play with.
Thanks in advance, Blink.
Code:
//sword///// //////////////////////////////////////////////////////////// var video_mode = 7; // 800x600 var video_depth = 32; // 16 bit mode var player_distance; // moves the player var enemy_distance; // moves the enemy define sword_base = skill12; // using skill12, 13, 14 to store the sword_base coords define sword_tip = skill15; // using skill15, 16, 17 to store the sword_tip coords define healthpoints = skill18; // just another name for skill18 font standard_font = <ackfont.pcx>, 6, 9; // panel font ////////////////////////////////////////////////////////////// bmap spark_map = <spkpart.pcx>;// for spark particles bmap blood_map = <bloodspray.pcx>; // for blood particles ////////////////////////////////////////////////////////////// sound beep_sound = msg.wav; sound sword_snd = knife.wav; ////////////////////////////////////////////////////////////// function particle_sparks(); function particle_blood(); function fade_particle(); ////////////////////////////////////////////////////////////// string sword_combat_wmb = testswordlvl.wmb ; string health_str = "STRENGTH: "; /////////////////////////////////////////////////////////////// entity* enemy; // useful only if you want to display its health /////////////////////////////////////////////////////////////// panel health_panel // displays the numbers { pos_x = 0; pos_y = 0; digits =120, 575, 4, standard_font, 1, player.healthpoints; flags = refresh, visible; } text health_text // displays the text { pos_x = 30; pos_y = 550; font = standard_font; string = health_str; flags = visible; } //////////////////////////////////////////////////////////////// function main() { level_load (sword_combat_wmb); wait (2); // wait for the level to be loaded clip_size = 0; // show all the triangles for all the models on_d = null; // disable the debug panel (key "D") because it is used for movement fps_max = 40; // lock the frame rate to 40 fps } action player_fight // attached to the player { player = me; // I'm the player player.healthpoints = 100; // and I have 100 health points while (player.healthpoints > 0) // as long as I'm alive { camera.x = player.x - 200 * cos(player.pan); // 200 = distance between the player and the camera camera.y = player.y - 200 * sin(player.pan); // same value here camera.z = player.z + 50; // above the player camera.pan = player.pan; // looks in the same direction with the player camera.tilt = -10; // look down at the player my.pan +=0 * (key_a - key_d) * time_step - 20 * mouse_force.x * time_step; // rotates with the keys A and D or with the mouse player_distance.x = 10 * (key_w - key_s) * time_step; // moves forward / backward with W / S player_distance.y = 5 * (key_a - key_d) * time_step; // move side to side player_distance.z = 0; if ((key_w == 1) || (key_s == 1)) || ((key_a == 1) || (key_d == 1)) // the player is walking { ent_animate("walk", my.skill20); // play walk frames animation my.skill20 += 4 * time_step; // "walk" animation speed if (my.skill20 > 100) {my.skill20 = 0;} // loop animation } else // the player is standing { ent_animate("stand", my.skill21); // play stand frames animation my.skill21 += 2 * time_step; // "stand" animation speed if (my.skill21 > 100) {my.skill21 = 0;} // loop animation } ent_move(player_distance, nullvector); if (mouse_left == 1)// if we press the left mouse button { my.skill22 = 0; // reset "attack" frames while (my.skill22 < 100) { ent_vertex(my.sword_tip, 601); // sword tip vertex coords - get the value in Med ent_vertex(my.sword_base, 5); // sword base vertex coords - get the value in Med trace_mode = ignore_me + ignore_passable; // ignore me (the player) and all the entities that are passable trace (my.sword_base, my.sword_tip); // trace between these sword positions if (result != 0) // the player has hit something { effect (particle_sparks, 10, target, normal); if (you != null) {you.healthpoints -= 6 * time_step;} // if it hasn't hit a wall, decrease health ent_playsound (my, sword_snd, 50); // sword sound } ent_animate("attack", my.skill22); // play attack frames animation my.skill22 += 17 * time_step; // "attack" animation speed wait (1); } while (mouse_left == 1) {wait (1);} // can't use autofire on a sword } wait (1); } while (my.skill23 < 90) // the player is dead { ent_animate("death", my.skill23); // play death frames animation my.skill23 += 3 * time_step; // "death" animation speed wait (1); } my.passable = on; // the corpse can't be hit by the enemy sword from now on } action enemy_fight // attached to the enemy { enemy = me; // I'm the enemy enemy.healthpoints = 20; // and I have 100 healthpoints while (my.healthpoints > 0) // as long as I'm alive { if (vec_dist (my.x, player.x) < 600 && player.healthpoints > 0) // the player approaches the enemy { vec_set(temp, player.x); vec_sub(temp, my.x); vec_to_angle(my.pan, temp); my.tilt = 0; // I'm a maniac enemy_distance.x = 5 * time_step; enemy_distance.y = 0; enemy_distance.z = 0; ent_move(enemy_distance, nullvector); ent_animate("walk", my.skill19); // play walk frames animation my.skill19 += 10 * time_step; // "walk" animation speed if (my.skill19 > 100) {my.skill19 = 0;} // loop animation if (vec_dist (my.x, player.x) < 50) // if the player comes closer than 50 quants attack him { my.skill20 = 0; // reset "attack" frames while (my.skill20 < 100) { ent_vertex(my.sword_tip, 2124); // sword tip vertex coords - get the value in Med ent_vertex(my.sword_base, 517); // sword base vertex coords - get the value in Med trace_mode = ignore_me + ignore_passable; trace (my.sword_base, my.sword_tip); // trace between these sword positions if (result != 0) // hit something, could be the player or another enemy { effect (particle_blood, 2, target, normal); if (you != null) {you.healthpoints -= 0.5 * time_step;} ent_playsound (my, sword_snd, 50); // sword sound } ent_animate("attack", my.skill20); // play attack frames animation my.skill20 += 5 * time_step; // "attack" animation speed wait (1); } wait (-6); // slows down the enemy and reduces the number of traces per second } } else // the player is farther than 200 quants away { ent_animate("stand", my.skill21); // play stand frames animation my.skill21 += 2 * time_step; // "stand" animation speed if (my.skill21 > 100) {my.skill21 = 0;} // loop animation } wait (1); } while (my.skill22 < 80) // the enemy is dead { ent_animate("death", my.skill22); // play death frames animation my.skill22 += 1 * time_step; // "death" animation speed wait (1); } my.passable = on; // the corpse can't be hit by the sword from now on } function particle_sparks() { temp.x = random(2) - 1; temp.y = random(2) - 1; temp.z = random(1) - 1.5; vec_add (my.vel_x, temp); my.alpha = 30 + random(50); my.bmap = spark_map; my.size = 5; my.flare = on; my.bright = on; my.move = on; my.lifespan = 20; my.function = fade_particle; my.gravity =0; my.beam = on; my.streak = on; } function particle_blood() { temp.x = random(2) - 1; temp.y = random(2) - 1; temp.z = random(1) - 1.5; vec_add (my.vel_x, temp); my.alpha = 70 + random(30); my.bmap = blood_map; my.size = 6; my.flare = on; my.bright = on; my.move = on; my.lifespan = 20; my.function = fade_particle; } function fade_particle() { my.alpha -= 5 * time_step; if (my.alpha < 0) {my.lifespan = 0;} }
Thanks in advance, Blink.