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Re: 1000 ents? [Re: MrGuest] #394534
02/14/12 03:40
02/14/12 03:40
Joined: Aug 2011
Posts: 58
Colombia/Bogotá
W
wdakfenixx Offline OP
Junior Member
wdakfenixx  Offline OP
Junior Member
W

Joined: Aug 2011
Posts: 58
Colombia/Bogotá
ok i think that will be very helpfull thanks , but can you recomend me another command that let me know the entities around the enemies that works better than c_Scan


CAUTION :The content above could blow your mind
Re: 1000 ents? [Re: wdakfenixx] #394543
02/14/12 08:00
02/14/12 08:00
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
Expert
sivan  Offline
Expert

Joined: Mar 2011
Posts: 3,150
Budapest
hi

I just checked your zombie action and have a few recommendations:

firstly:
temp2 is set to nullvector but should be to my.x, because at the moment you always ctrace from your zombie to the origin minus 100000 quants. that's a crazy distance, even if somewhere a hit happens. so I would decrease this down to max 1000:
temp2.z -= 100000;

secondly:
I know why you use use_box, but it is slower. I hope the zombie's bounding box is not too big.
my.skill90 = c_trace(my.x, temp2.x, IGNORE_ME | IGNORE_PASSABLE | USE_BOX | GLIDE | IGNORE_PASSENTS);

thirdly:
use if() with else if() for the skill 92 checking. if you use only if-s, that makes it slower, because it has to run through always all the statement unnecessarily.

I hope I helped laugh


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: 1000 ents? [Re: sivan] #394639
02/15/12 01:38
02/15/12 01:38
Joined: Aug 2011
Posts: 58
Colombia/Bogotá
W
wdakfenixx Offline OP
Junior Member
wdakfenixx  Offline OP
Junior Member
W

Joined: Aug 2011
Posts: 58
Colombia/Bogotá
Great! thanks that will be very usefull


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