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A6 enemy attack issue, help please...
#288246
09/04/09 23:25
09/04/09 23:25
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Joined: Jan 2006
Posts: 2,157 Connecticut, USA
Blink
OP

Expert
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OP

Expert
Joined: Jan 2006
Posts: 2,157
Connecticut, USA
|
ok, so i have an enemy that attacks. it comes in close to attack, but after it attacks, it "hops" backward a bit. any idea why? it does it everytime it attacks. thanks in advance,Blink.
action abigail
{
enemy_events();
g3_handle_radar();
var move_dist[3];
var distance;
my.enable_entity = on;
my.enable_impact = on;
my.albedo=0;
my.ambient=100;
my.unlit=on;
my.bright=on;
my.enable_scan = on;
my.polygon = on;
my.enable_block=on;
my.transparent = on;
my.enable_shoot = on;
my.health = 10;
my.event = enemy_events;
vec_set (temp, my.x);
temp.z -= 1;
my.skill11 = c_trace(my.x,temp,IGNORE_ME|IGNORE_PASSABLE);
my.z = my.skill11+0;
c_setminmax(my);
wait(1);
while(plBiped01_entity == null) { wait(1); }
while(my.health > 0)
{
distance = vec_dist(my.x, plBiped01_entity.x);
if(distance < 1000) // the player approaches the enemy
{
vec_set(temp, plBiped01_entity.x);
vec_sub(temp, my.x);
vec_to_angle(my.pan, temp);
my.tilt = 0;
move_dist.x = 5 * time_step;
move_dist.y = 0;
move_dist.z = 0;
c_move(my,move_dist,nullvector,IGNORE_ME|IGNORE_PASSABLE|IGNORE_MAPS);
ent_animate(my, "walk", my.skill19, ANM_CYCLE); // play run frames animation
my.skill19 = cycle(my.skill19+48*time_step,0,101); // "run" animation speed + loop animation
ent_playsound (my, ghostwalk, 100);
if(distance < 150) // if the player comes closer than 50 quants attack him
{
my.skill23 = 0; // reset "attack" frames
while(my.skill23 < 100)
{
c_trace (my.x,temp,IGNORE_ME|IGNORE_PASSABLE|IGNORE_MODELS|IGNORE_SPRITES|SCAN_TEXTURE);
create_explosions();
ent_animate(my,"attack",my.skill23,ANM_CYCLE); // play attack frames animation
my.skill23 += 20 * time_step; // "attack" animation speed
you = plBiped01_entity;
you._armor__003 -= 1 * time_step;
wave_handle = snd_play(wave, 100, 0);
snd_stop(wave);
wait(1);
if(you._armor__003 < 0)
{
you._health__003 += you._armor__003;
you._armor__003 = 0;
PlBiped_Damage_Reaction(); // display damage panel
}
}
wait(6);
}
}
else // the player is farther than 200 quants away
{
ent_animate(my,"stand",my.skill21,ANM_CYCLE); // play stand frames animation
my.skill21 = cycle(my.skill21+2*time_step,0,101); // "stand" animation speed + loop animation
}
wait(1);
}
// enemy was killed:
while(my.skill22 < 90)
{
ent_animate(me,"death", my.skill22, ANM_CYCLE); // play death frames animation
my.skill22 += 16 * time_step; // "death" animation speed
wait(1);
}
my.passable = on; // the corpse can't be hit by the sword from now on
while (my.alpha > 0)
{
my.alpha -= 0.3 * time_step;
wait (1);
}
ent_playsound (my, die, 100);
ent_remove (me);
}
}
Last edited by Blink; 09/04/09 23:26.
My Famous Quotes: "Hip hop is like a virus, infecting everyone and everything around it. Every form of media has some way,shape or form, assimilated hip hop into it." It has also mutated into other strains like, trip hop, house, rap, gangster, and conscious forms. Once you are infected with it, its with you for life."
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Entire Thread
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A6 enemy attack issue, help please...
|
Blink
|
09/04/09 23:25
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Re: A6 enemy attack issue, help please...
|
Dillinger
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09/05/09 16:37
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Re: A6 enemy attack issue, help please...
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Blink
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09/05/09 18:48
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Re: A6 enemy attack issue, help please...
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alibaba
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09/05/09 19:59
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Re: A6 enemy attack issue, help please...
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Blink
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09/06/09 03:57
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Re: A6 enemy attack issue, help please...
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testDummy
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09/06/09 04:51
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Re: A6 enemy attack issue, help please...
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alibaba
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09/06/09 08:30
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Re: A6 enemy attack issue, help please...
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Blink
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09/06/09 19:28
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Re: A6 enemy attack issue, help please...
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Dillinger
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09/07/09 15:23
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Re: A6 enemy attack issue, help please...
|
Blink
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09/07/09 19:01
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