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Re: Fist Fighting AI scripts.... [Re: Blink] #212158
06/20/08 18:27
06/20/08 18:27
Joined: Nov 2005
Posts: 17
D
dominant Offline
Newbie
dominant  Offline
Newbie
D

Joined: Nov 2005
Posts: 17
Hey, burning_devil a few of us would very much find your wrestling tutorial useful for all type of reasons. If you could post it that'd be nice, or at least give us a point to start at in A7

Re: Fist Fighting AI scripts.... [Re: dominant] #214069
07/02/08 11:14
07/02/08 11:14
Joined: Dec 2005
Posts: 116
T
tD_Datura_v Offline
Member
tD_Datura_v  Offline
Member
T

Joined: Dec 2005
Posts: 116
Supposedly a conversion of Ambit's(?) fight script to A6 was started and progress was made, but later the process was halted temporarily (?).


It's irrelevant, but this code would seem to be obviously off, or weak in some terms.
That is equivalent to a pass-through opinion, so feel free to get another one, or a direct first one, rather.
Make it relevant prior, please.
Code:
if(RANDOM_AI == 1)
{
if(ran == attack_punch) {MY.state = PUNCH_A;}
if(ran == attack_kick) {MY.state = KICK_A;}
if(ran == attack_highpunch) {MY.state = HIGHPUNCH_A;}
if(ran == attack_lowpunch) {MY.state = LOWPUNCH_A;}
if(ran == attack_lowkick) {MY.state = LOWKICK_A;}
if(ran == attack_irishwhip) {MY.state = IRISHWHIP_A;}
}


if(vec_dist (player.x, player2.x) <= 45)&&(player.state == STAND)&&(my.state == STAND)
{
RANDOM_AI = 1;
randomize();
ran = int(random(7));
}





Re: Fist Fighting AI scripts.... [Re: tD_Datura_v] #216968
07/20/08 12:58
07/20/08 12:58
Joined: Jul 2008
Posts: 56
I
iam_ufo973 Offline
Junior Member
iam_ufo973  Offline
Junior Member
I

Joined: Jul 2008
Posts: 56
Hi Gang!
I am also going to start my first fighting game laugh. enemy states are easy for me to programme but i am stucked in path finding i haven't programmed path finding before frown.

Re: Fist Fighting AI scripts.... [Re: iam_ufo973] #231690
10/16/08 10:45
10/16/08 10:45
Joined: Jul 2008
Posts: 191
M
MDMDFSS Offline
Member
MDMDFSS  Offline
Member
M

Joined: Jul 2008
Posts: 191
tray it like this:

var enemy_distance;
var player_distance;

//Then//

.....
if (vec_dist (my.x, player.x) < 200 && 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 smile
enemy_distance.x = 5 * time;
enemy_distance.y = 0;
enemy_distance.z = 0;
ent_move(enemy_distance, nullvector);
ent_cycle("walk", my.skill19); // play walk frames animation
my.skill19 += 5 * time; // "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
{
.......................
usw.

and do somebody know waht:

<action^enemy {>
TEST.WDL 153:3 ERROR (135): Double definition enemy FUNCTION SYNONYM





Last edited by MDMDFSS; 10/18/08 14:16.
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