0 registered members (),
1,498
guests, and 5
spiders. |
Key:
Admin,
Global Mod,
Mod
|
|
|
c_scan
#216154
07/15/08 13:09
07/15/08 13:09
|
Joined: Dec 2003
Posts: 1,225 germany
gri
OP
Serious User
|
OP
Serious User
Joined: Dec 2003
Posts: 1,225
germany
|
hi,
I made 2 enemy groups. Their entities scanning with c_scan for the next one of the other group to attack.
note: ..... (besides I store all fighting entities in an array, so the c_scan function runs only once a time for performance reasons)
.... lets go ahead
C_SCAN delivers the entity standing next to the searcher even if it is a friendly entity.
#1: When I set ENABLE_SCAN only for one group then they got found by the others but cannot self find the others.
#2: IGNORE_YOU can only be set to 1 unit, what if 2 or more friends staying between the searcher and the next enemy ?
Now how to find only the enemy units with c_scan and ifnore all friendly ones?
greetings, maik
"Make a great game or kill it early" (Bruce Shelley, Ensemble Studios)
|
|
|
Re: c_scan
[Re: gri]
#216313
07/16/08 12:48
07/16/08 12:48
|
Joined: May 2007
Posts: 185 Netherlands
SurudoiRyu
Member
|
Member
Joined: May 2007
Posts: 185
Netherlands
|
#define Team, skill50; if team = 1 the entity is friendly if team = 2 the entity is agressive Like this it works Just scan and check what his skill is Hope it helps u on the way
-The Dragon's Eye is alway's watching you!-
|
|
|
Re: c_scan
[Re: SurudoiRyu]
#216328
07/16/08 14:07
07/16/08 14:07
|
Joined: Dec 2003
Posts: 1,225 germany
gri
OP
Serious User
|
OP
Serious User
Joined: Dec 2003
Posts: 1,225
germany
|
hi,
I dont think that this works like I needs.
What if 2 or more "friendly" units standing between the Searcher and the enemy ?
c_scan delivers the "friendly" as next closest entity here.
I can set the "you" pointer to this entity and c_scan(...with IGNORE_YOU) again but there is another friendly one I have to ignore. How to do that ?
As an workaround I could do the following:
1. If a unit of group-A want "c_scanning" I have to go through the array of group-A and reset(ENABLE_SCAN) for each unit.
2. Now the unit can scan the area without getting a friendly one.
3. After that set(ENABLE_SCAN) is to do for the whole group again to gettn detected by the other group.
This is to make for the other group too if a member of them scan the area.
Yes I know the logic could be packed in a nice, litte function, but I cant believe that this is the right way. There must be an easier way for that.
,gri
"Make a great game or kill it early" (Bruce Shelley, Ensemble Studios)
|
|
|
Re: c_scan
[Re: gri]
#216332
07/16/08 14:43
07/16/08 14:43
|
Joined: Jul 2007
Posts: 959 nl
flits
User
|
User
Joined: Jul 2007
Posts: 959
nl
|
nope thats the only way unles you want to use ignore_flag2 but you still would have a problem for the other teams
i once requested for ingore_list but that was to usles and havy
"empty"
|
|
|
Re: c_scan
[Re: flits]
#216333
07/16/08 15:04
07/16/08 15:04
|
Joined: Dec 2003
Posts: 1,225 germany
gri
OP
Serious User
|
OP
Serious User
Joined: Dec 2003
Posts: 1,225
germany
|
hi, nope thats the only way unles you want to use ignore_flag2 but you still would have a problem for the other teams ...
yes your'e right. Beside that I thought that IGNORE_FLAG2 doesnt work in c_scan only in in c_trace (in manual c_scan doesnt list IGNORE_FLAG2). ,gri
"Make a great game or kill it early" (Bruce Shelley, Ensemble Studios)
|
|
|
Re: c_scan
[Re: gri]
#216336
07/16/08 15:32
07/16/08 15:32
|
Joined: Jul 2007
Posts: 959 nl
flits
User
|
User
Joined: Jul 2007
Posts: 959
nl
|
New flags IGNORE_FLAG2 and ACTIVATE_PUSH are added to the c_trace and c_move parameters for ignoring certain groups of entities on collision detection. its was in beta 7.05
"empty"
|
|
|
Re: c_scan
[Re: flits]
#216503
07/17/08 11:15
07/17/08 11:15
|
Joined: Dec 2003
Posts: 1,225 germany
gri
OP
Serious User
|
OP
Serious User
Joined: Dec 2003
Posts: 1,225
germany
|
hi, Great news folks! God(or maybe JCL) seems to heared my call. On the Beta page I've read the following lines. V7.20.0b beta - in development ... Several mode flags were added to limit the entities detected by c_scan. ...
Sounds very usefull for my needs. Yeah! , gri
"Make a great game or kill it early" (Bruce Shelley, Ensemble Studios)
|
|
|
|