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Help with code #133569
06/03/07 19:57
06/03/07 19:57
Joined: Mar 2005
Posts: 725
USA
TeutonicDarkness Offline OP
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TeutonicDarkness  Offline OP
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Joined: Mar 2005
Posts: 725
USA
Hello,


I'm hoping Somebody that still uses the A5 Engine or
is familiar with it stubles across this...

Hopefully would be willing to look at a script or 2 for me.
I'm basically using the A5 templates with a Enchanced version
of Perfect AI I'm working on.


I have pretty well got just about every obstacle I can think
of script wise down..

The AI for the most part works quite nicely with the A5 templates
I have started adding effects like blood splatter, gibs, etc.

The problem I have is only Present when I use projectile weapons:

RocketLauncher, GrenadeLauncher, PlasmaGun, etc.

Here are the problems:


1.) The Projectiles dont damage the enemy and seem
to kill player almost instantly
( I know some form of collison problem )

2.) At random times when a Projectile firing weapon
is in hand The Gun rools like mad...

This rolling coincides with when "Perfect AI" looses
sight of player.

I know this because I can hear the beep sound playing indicating
he can't see the player.


I have put this off for a long time trying to get everything else
going.

I feel now I need to call upon someone else to help
look into this..


If anyone is willing to help here I'll compile and send a test level
and the original .wmp

I would even consider a small payment for help
if needed


I would appreaciate any help or sugestions


Thanks,



*** Teutonic Darkness ***

Re: Help with code [Re: TeutonicDarkness] #133570
07/04/07 13:59
07/04/07 13:59
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Quote:

1.) The Projectiles dont damage the enemy and seem
to kill player almost instantly
( I know some form of collison problem )

2.) At random times when a Projectile firing weapon
is in hand The Gun rools like mad...





A few suggestions, although,I'm no expert.

On the first problem:
Does it, happen although you have 'ignore me' enabled?

On the second problem:
Perhaps, the skills or flags of the entities 'collide'.
Try to use a different skill for the rolling of the gun.
If it happens because of variables, you should look wether a variable uses the same name as a variable of the engine.

Re: Help with code [Re: Pappenheimer] #133571
07/05/07 04:38
07/05/07 04:38
Joined: Mar 2005
Posts: 725
USA
TeutonicDarkness Offline OP
User
TeutonicDarkness  Offline OP
User

Joined: Mar 2005
Posts: 725
USA
Quote:

Quote:

1.) The Projectiles dont damage the enemy and seem
to kill player almost instantly
( I know some form of collison problem )

2.) At random times when a Projectile firing weapon
is in hand The Gun rools like mad...





A few suggestions, although,I'm no expert.

On the first problem:
Does it, happen although you have 'ignore me' enabled?

On the second problem:
Perhaps, the skills or flags of the entities 'collide'.
Try to use a different skill for the rolling of the gun.
If it happens because of variables, you should look wether a variable uses the same name as a variable of the engine.





On first question yes ignore me is enabled ...
I can fire a rocket, etc and die allmost instantly.

2nd Question Thanks I'll have to look into that...
If I remember right all that stuff is in the
template file move.wdl or was it movement.wdl
ah well... I'll check.



I'll keep messing around with the projectile stuff...
all Trace based weapons:
shotgun,lasergun,ak47,m16 all work absolutly flawlessly


Thanks for all the insight you provided..


*** Teutonic Darkness ***

Re: Help with code [Re: TeutonicDarkness] #133572
07/05/07 14:19
07/05/07 14:19
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
The problem with the projectiles not necessarily has to be one with the collision.
Do the projectiles explode? If yes, they do probably a scan or at least measure how far other entities are. Maybe, then they measure the distance from their creation point near the player and not where they hit the enemy?!...

Re: Help with code [Re: Pappenheimer] #133573
07/06/07 10:36
07/06/07 10:36
Joined: Mar 2005
Posts: 725
USA
TeutonicDarkness Offline OP
User
TeutonicDarkness  Offline OP
User

Joined: Mar 2005
Posts: 725
USA
Quote:

The problem with the projectiles not necessarily has to be one with the collision.
Do the projectiles explode? If yes, they do probably a scan or at least measure how far other entities are. Maybe, then they measure the distance from their creation point near the player and not where they hit the enemy?!...




Uhm.. Well the projectiles do explode
rockets, grenades, plasma bursts.

I'm not completly sure as most of that is
templates "based" A5 code however I'm pretty sure that
it does check for other things somehow as I
know It will explode when I shoot the wall.

The part that really drives me nuts is how sometimes
the projectiles blow up in my face before they are launced.
Remove the eneimies from the level poblem goes away.
Put Them back run it blows up in my face and spins
uncontolably..

I really had just about forgot about this thread..
have got really fustated trying to figure this
out and took a break.

I really do apprecaite your advise and input..


Thanks,


*** Teutonic Darkness ***

Re: Help with code [Re: TeutonicDarkness] #133574
07/06/07 21:11
07/06/07 21:11
Joined: Mar 2005
Posts: 725
USA
TeutonicDarkness Offline OP
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TeutonicDarkness  Offline OP
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Joined: Mar 2005
Posts: 725
USA
Hello,

After a good night sleep and a second look I have made
a little progress...

I carefully examined all the skills in perfect AI and I know
A5 templates use skill 1 -32 but I saw nothing
in Perfect AI skills that would conflict and when it did
use the 1-32 skills it was calling a base function like
movement just as a template file would.


So I looked further.. I know I alwways hear a beeping
In Perfect AI "usually" right before the problems
start.

So I looked and found this line:

Quote:


if (vec_dist (my.x, player.x) > 1000)
// the player is far away? Pretend
//to "think" before choosing a new path


{
my.skill46 = 0; // get the new path
while (my.skill46 < 100)
{
ent_cycle("alert", my.skill46); // play "alert" frames animation
my.skill46 += 2 * time; // "alert" animation speed
wait (1);
}
}
else
{
wait (2); // needs to wait more than a frame; the enemy scans the nodes during this interval
}
temp_var = my.start_node;
if (my.start_node != target_node)
{
snd_play (getpath_wav, 100, 0);







Whether it was the proper way to do things or not..
dont know but I decided to do someting different:

I noticed the distance check set to 1000
if (vec_dist (my.x, player.x) > 1000)

and changed it to 5
if (vec_dist (my.x, player.x) > 5)
(which shold be practically right on top of enemy)

Now I did a test run picked up the projectile gun
ran to the usual spot where spinning, rolling or whatever
usally occurs.. To my suprise nothing.

I tested over and over.
I may have the most of the rolling/spinning problems beat.


I do still have the coolision problem with projectiles
but hey 1 thing at a time right?


Thanks for the help,


*** Teutonic Darkness ***

Re: Help with code [Re: TeutonicDarkness] #133575
07/06/07 22:39
07/06/07 22:39
Joined: Oct 2004
Posts: 1,655
T
testDummy Offline
Serious User
testDummy  Offline
Serious User
T

Joined: Oct 2004
Posts: 1,655
::eyeballs the thread for the 5th time::


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