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sword/fist fighting a.i code.... #219240
08/01/08 15:24
08/01/08 15:24
Joined: Jan 2006
Posts: 2,157
Connecticut, USA
Blink Offline OP

Expert
Blink  Offline OP

Expert

Joined: Jan 2006
Posts: 2,157
Connecticut, USA
ok...i was working on converting/combining two a5 scripts to a6 that were contributions from another site. i was able to get it running with no errors, but my dilemma is, when the main character approaches the enemy model, the enemy turns away, and then follows the player model around. i dont understand what's wrong. i am no coder, so can one of the great code masters please look at this and tell me whats wrong? i would like to contribute this to the community so us coding noobs can have a easy a.i. to play with.

Code:
//sword/////
////////////////////////////////////////////////////////////

 

var video_mode = 7; // 800x600

var video_depth = 32; // 16 bit mode

 

var player_distance; // moves the player

var enemy_distance; // moves the enemy

 

define sword_base = skill12; // using skill12, 13, 14 to store the sword_base coords

define sword_tip = skill15; // using skill15, 16, 17 to store the sword_tip coords

define healthpoints = skill18; // just another name for skill18

font standard_font = <ackfont.pcx>, 6, 9; // panel font



//////////////////////////////////////////////////////////////

 

bmap spark_map = <spkpart.pcx>;// for spark particles

bmap blood_map = <bloodspray.pcx>; // for blood particles

 

//////////////////////////////////////////////////////////////

 

sound beep_sound = msg.wav;

sound sword_snd = knife.wav;

 

//////////////////////////////////////////////////////////////

 

function particle_sparks();

function particle_blood();

function fade_particle();

 

//////////////////////////////////////////////////////////////

 

string sword_combat_wmb =  testswordlvl.wmb ;

string health_str = "STRENGTH: ";

 

///////////////////////////////////////////////////////////////

 

entity* enemy; // useful only if you want to display its health

 

///////////////////////////////////////////////////////////////

 

panel health_panel // displays the numbers

{

pos_x = 0;

pos_y = 0;

digits =120, 575, 4, standard_font, 1, player.healthpoints;

flags = refresh, visible;

}

text health_text // displays the text

{

pos_x = 30;

pos_y = 550;

font = standard_font;

string = health_str;

flags = visible;

}

 

////////////////////////////////////////////////////////////////

 

function main()

{

level_load (sword_combat_wmb);

wait (2); // wait for the level to be loaded

clip_size = 0; // show all the triangles for all the models

on_d = null; // disable the debug panel (key "D") because it is used for movement

fps_max = 40; // lock the frame rate to 40 fps

}

 

action player_fight // attached to the player

{

player = me; // I'm the player

player.healthpoints = 100; // and I have 100 health points

while (player.healthpoints > 0) // as long as I'm alive

{

camera.x = player.x - 200 * cos(player.pan); // 200 = distance between the player and the camera

camera.y = player.y - 200 * sin(player.pan); // same value here

camera.z = player.z + 50; // above the player

camera.pan = player.pan; // looks in the same direction with the player

camera.tilt = -10; // look down at the player

 

my.pan +=0 * (key_a - key_d) * time_step - 20 * mouse_force.x * time_step; // rotates with the keys A and D or with the mouse

 

 

 

player_distance.x = 10 * (key_w - key_s) * time_step; // moves forward / backward with W / S

 

player_distance.y = 5 * (key_a - key_d) * time_step; // move side to side

player_distance.z = 0;

 

if ((key_w == 1) || (key_s == 1)) || ((key_a == 1) || (key_d == 1)) // the player is walking

{

ent_animate("walk", my.skill20); // play walk frames animation

my.skill20 += 4 * time_step; // "walk" animation speed

if (my.skill20 > 100) {my.skill20 = 0;} // loop animation

}

 

else // the player is standing

{

ent_animate("stand", my.skill21); // play stand frames animation

my.skill21 += 2 * time_step; // "stand" animation speed

if (my.skill21 > 100) {my.skill21 = 0;} // loop animation

}

 

ent_move(player_distance, nullvector);

 

if (mouse_left == 1)// if we press the left mouse button

{

my.skill22 = 0; // reset "attack" frames

while (my.skill22 < 100)

{

ent_vertex(my.sword_tip, 601); // sword tip vertex coords - get the value in Med

ent_vertex(my.sword_base, 5); // sword base vertex coords - get the value in Med

trace_mode = ignore_me + ignore_passable; // ignore me (the player) and all the entities that are passable

trace (my.sword_base, my.sword_tip); // trace between these sword positions

if (result != 0) // the player has hit something

{

effect (particle_sparks, 10, target, normal);

if (you != null) {you.healthpoints -= 6 * time_step;} // if it hasn't hit a wall, decrease health

ent_playsound (my, sword_snd, 50); // sword sound

}

ent_animate("attack", my.skill22); // play attack frames animation

my.skill22 += 17 * time_step; // "attack" animation speed

wait (1);

}

while (mouse_left == 1) {wait (1);} // can't use autofire on a sword

}

wait (1);

}

while (my.skill23 < 90) // the player is dead

{

ent_animate("death", my.skill23); // play death frames animation

my.skill23 += 3 * time_step; // "death" animation speed

wait (1);

}

my.passable = on; // the corpse can't be hit by the enemy sword from now on

}

 

action enemy_fight // attached to the enemy

{

enemy = me; // I'm the enemy

enemy.healthpoints = 20; // and I have 100 healthpoints

while (my.healthpoints > 0) // as long as I'm alive

{

if (vec_dist (my.x, player.x) < 600 && 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

enemy_distance.x = 5 * time_step;

enemy_distance.y = 0;

enemy_distance.z = 0;

ent_move(enemy_distance, nullvector);

ent_animate("walk", my.skill19); // play walk frames animation

my.skill19 += 10 * time_step; // "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

{

my.skill20 = 0; // reset "attack" frames

while (my.skill20 < 100)

{

ent_vertex(my.sword_tip, 2124); // sword tip vertex coords - get the value in Med

ent_vertex(my.sword_base, 517); // sword base vertex coords - get the value in Med

trace_mode = ignore_me + ignore_passable;

trace (my.sword_base, my.sword_tip); // trace between these sword positions

if (result != 0) // hit something, could be the player or another enemy

{

effect (particle_blood, 2, target, normal);

if (you != null) {you.healthpoints -= 0.5 * time_step;}

ent_playsound (my, sword_snd, 50); // sword sound

}

ent_animate("attack", my.skill20); // play attack frames animation

my.skill20 += 5 * time_step; // "attack" animation speed

wait (1);

}

wait (-6); // slows down the enemy and reduces the number of traces per second

}

}

else // the player is farther than 200 quants away

{

ent_animate("stand", my.skill21); // play stand frames animation

my.skill21 += 2 * time_step; // "stand" animation speed

if (my.skill21 > 100) {my.skill21 = 0;} // loop animation

}

wait (1);

}

while (my.skill22 < 80) // the enemy is dead

{

ent_animate("death", my.skill22); // play death frames animation

my.skill22 += 1 * time_step; // "death" animation speed

wait (1);

}

my.passable = on; // the corpse can't be hit by the sword from now on

}

 

 

 

function particle_sparks()

{

temp.x = random(2) - 1;

temp.y = random(2) - 1;

temp.z = random(1) - 1.5;

vec_add (my.vel_x, temp);

my.alpha = 30 + random(50);

my.bmap = spark_map;

my.size = 5;

my.flare = on;

my.bright = on;

my.move = on;

my.lifespan = 20;

my.function = fade_particle;

my.gravity =0;

my.beam = on;

my.streak = on;

 

}

 

 

function particle_blood()

{

temp.x = random(2) - 1;

temp.y = random(2) - 1;

temp.z = random(1) - 1.5;

vec_add (my.vel_x, temp);

my.alpha = 70 + random(30);

my.bmap = blood_map;

my.size = 6;

my.flare = on;

my.bright = on;

my.move = on;

my.lifespan = 20;

my.function = fade_particle;

}

 

function fade_particle()

{

my.alpha -= 5 * time_step;

if (my.alpha < 0) {my.lifespan = 0;}

}
 



Thanks in advance, Blink.

Last edited by Blink; 08/01/08 15:28. Reason: stupid me, i forgot the code,lol..

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."
Re: sword/fist fighting a.i code.... [Re: Blink] #219312
08/01/08 20:56
08/01/08 20:56
Joined: May 2006
Posts: 90
England
TigerTao Offline
Junior Member
TigerTao  Offline
Junior Member

Joined: May 2006
Posts: 90
England
So the enemy turns away from you and then moves backwards to the player?

Could be you have your enemy model facing in the wrong x axis in MED.

Just as an experiment, after vec_to _angle put this in

my.pan += 180;

and change enemy_distance.x from 5 to -5

Thats not a fix by the way.

Last edited by TigerTao; 08/01/08 21:03.
Re: sword/fist fighting a.i code.... [Re: TigerTao] #219423
08/02/08 15:21
08/02/08 15:21
Joined: Jan 2006
Posts: 2,157
Connecticut, USA
Blink Offline OP

Expert
Blink  Offline OP

Expert

Joined: Jan 2006
Posts: 2,157
Connecticut, USA
didnt work, thanks Tiger...

anyone else have any ideas?


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."
Re: sword/fist fighting a.i code.... [Re: Blink] #219447
08/02/08 16:39
08/02/08 16:39
Joined: May 2006
Posts: 90
England
TigerTao Offline
Junior Member
TigerTao  Offline
Junior Member

Joined: May 2006
Posts: 90
England
Well I tested your code and my enemy is facing the player and moving to him.

The only thing I had to add was a wait in the enemy code until the player was created, I only took out the animation code and particle code.

Heres the whittled down code I used

Code:
var video_mode = 7; // 800x600
var video_depth = 32; // 16 bit mode
var player_distance; // moves the player
var enemy_distance; // moves the enemy

define healthpoints = skill18; // just another name for skill18

entity* enemy; // useful only if you want to display its health


function main()

{
	level_load("level.wmb");

	wait (2); // wait for the level to be loaded

	clip_size = 0; // show all the triangles for all the models
	on_d = null; // disable the debug panel (key "D") because it is used for movement
	fps_max = 40; // lock the frame rate to 40 fps
}



action player_fight // attached to the player

{
	player = me; // I'm the player

	player.healthpoints = 100; // and I have 100 health points

	while (player.healthpoints > 0) // as long as I'm alive
	{
		camera.x = player.x - 200 * cos(player.pan); // 200 = distance between the player and the camera
		camera.y = player.y - 200 * sin(player.pan); // same value here
		camera.z = player.z + 50; // above the player
		camera.pan = player.pan; // looks in the same direction with the player
		camera.tilt = -10; // look down at the player

		my.pan +=0 * (key_a - key_d) * time_step - 20 * mouse_force.x * time_step; // rotates with the keys A and D or with the mouse

		player_distance.x = 10 * (key_w - key_s) * time_step; // moves forward / backward with W / S
		player_distance.y = 5 * (key_a - key_d) * time_step; // move side to side
		player_distance.z = 0;

		ent_move(player_distance, nullvector);
		wait (1);
	}
}



action enemy_fight // attached to the enemy

{
	while(player == NULL){wait(1);}
	
	enemy = me; // I'm the enemy
	enemy.healthpoints = 20; // and I have 100 healthpoints

	while (my.healthpoints > 0) // as long as I'm alive
	{
		if (vec_dist (my.x, player.x) < 600 && 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

			enemy_distance.x = 5 * time_step;
			enemy_distance.y = 0;
			enemy_distance.z = 0;

			ent_move(enemy_distance, nullvector);
		}
		wait (1);
	}
}


Does it still do the same thing using this code?

Re: sword/fist fighting a.i code.... [Re: TigerTao] #219535
08/03/08 03:28
08/03/08 03:28
Joined: Jan 2006
Posts: 2,157
Connecticut, USA
Blink Offline OP

Expert
Blink  Offline OP

Expert

Joined: Jan 2006
Posts: 2,157
Connecticut, USA
no, it changed, i just had to adjust my enemy character a bit in med, but he comes directly for the player. now i just have to re-insert the movement lines to see if he will attack, and they will be able to actually fight. have you attempted this yet, Tiger?


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."
Re: sword/fist fighting a.i code.... [Re: Blink] #219541
08/03/08 04:11
08/03/08 04:11
Joined: Jan 2006
Posts: 2,157
Connecticut, USA
Blink Offline OP

Expert
Blink  Offline OP

Expert

Joined: Jan 2006
Posts: 2,157
Connecticut, USA
oh my...i tried to insert the movement scripts, and royal screwed it up, errors galore!!!! let me know if you tried it, Tiger. thanks for your efforts.


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."
Re: sword/fist fighting a.i code.... [Re: Blink] #219805
08/04/08 18:34
08/04/08 18:34
Joined: Jul 2008
Posts: 191
M
MDMDFSS Offline
Member
MDMDFSS  Offline
Member
M

Joined: Jul 2008
Posts: 191
what for movement scripts??? smile

Re: sword/fist fighting a.i code.... [Re: MDMDFSS] #219812
08/04/08 19:50
08/04/08 19:50
Joined: Jan 2006
Posts: 2,157
Connecticut, USA
Blink Offline OP

Expert
Blink  Offline OP

Expert

Joined: Jan 2006
Posts: 2,157
Connecticut, USA
@ MDMDFSS: Not sure what you are asking.


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."
Re: sword/fist fighting a.i code.... [Re: Blink] #219918
08/05/08 15:13
08/05/08 15:13
Joined: Jan 2006
Posts: 2,157
Connecticut, USA
Blink Offline OP

Expert
Blink  Offline OP

Expert

Joined: Jan 2006
Posts: 2,157
Connecticut, USA
still having difficulty, anyone else have any ideas?


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."
Re: sword/fist fighting a.i code.... [Re: Blink] #221671
08/15/08 12:23
08/15/08 12:23
Joined: Oct 2004
Posts: 1,655
T
testDummy Offline
Serious User
testDummy  Offline
Serious User
T

Joined: Oct 2004
Posts: 1,655
//
Code:
/*
blinkSword.wdl
2008.08.15
tD
pseudo-auto generated from src: Blink
incomplete: died of boredom
untested; probably errors
already have similar but more advanced (sword fighting)
	available upon request
	working on model parts right now
*/

var video_mode = 7; // 800x600
var video_depth = 32; // 16 bit mode

var pl_vDist[3]; // moves the player
var ai_nDist; // moves the enemy

define _wpBase, skill12; 			
define _wpTip, skill15; 				
define _hp, skill18;
define _st1, skill21;
define _st2, skill22;
define _anip, skill23;	

		
font standard_font = <ackfont.pcx>, 6, 9; // panel font
/*******************************
images
*******************************/
bmap spark_map = <spkpart.pcx>;			// for spark particles
bmap blood_map = <bloodspray.pcx>; /		/ for blood particles
/*******************************
sounds
*******************************/
sound beep_sound = <msg.wav>;
sound sword_snd = <knife.wav>;

/*******************************
animation strings
*******************************/

var _STAND = 0;
var _WALK = 1;
var _ATK1 = 2;
var _DEAD = 3;
TEXT ani_t1 {
	strings  = 4;
	string = "stand";
	string = "walk";
	string = "attack";
	string = "death";
}

/*******************************
function prototypes
*******************************/
function particle_sparks();
function particle_blood();
function fade_particle();

string lvl_s1 =  "testswordlvl.wmb";	// level string
string hp_s1 = "STRENGTH: ";		// hitpoints string

ENTITY* ai_e1; 	// useful only if you want to display its health

var k_st[512];
var k_ml = 280; 	// mouse left
var k_mr = 281; 
var k_mm = 282; 

panel hp_p1 {  // sux compared to alternatives
	pos_x = 0;
	pos_y = 0;
	digits =120, 575, 4, standard_font, 1, player._hp;
	flags = refresh, visible;
}

text hp_t1 { 	// sux compared to alternatives
	pos_x = 30;
	pos_y = 550;
	font = standard_font;
	string = hp_s1;
	flags = visible;
}


/*******************************
main
*******************************/
function main() {
	level_load (lvl_s1);
	wait (2); // wait for the level to be loaded
	clip_size = 0; // show all the triangles for all the models
	on_d = null; // disable the debug panel (key "D") because it is used for movement
	fps_max = 40; // lock the frame rate to 40 fps
}

action player_fight { // attached to the player
	player = ME; // I'm the player
	player._hp = 100; // and I have 100 health points

	while (player._hp > 0) { // as long as I'm alive
		// camera
		camera.x = player.x - 200 * cos(player.pan); // 200 = distance between the player and the camera
		camera.y = player.y - 200 * sin(player.pan); // same value here
		camera.z = player.z + 50; // above the player
		camera.pan = player.pan; // looks in the same direction with the player
		camera.tilt = -10; // look down at the player
		
		//move
		my.pan +=0 * (key_a - key_d) * time_step - 20 * mouse_force.x * time_step; // rotates with the keys A and D or with the mouse
		pl_vDist.x = 10 * ((key_w || cuu) - (key_s || cud)) * time_step; // moves forward / backward with W / S
		pl_vDist.y = 5 * ((key_a || cul) - (key_d || cur)) * time_step; // move side to side
		pl_vDist.z = 0;
		var pl_bWalk; pl_bWalk = (abs(pl_vDist.x) > 0) || (abs(pl_vDist.y) > 0); 
		if (pl_bWalk) { // the player is walking
			my._st1 = _WALK;	// reset ani
			if (my._st1 != my._st2) { my._anip = 0; }
			ent_animate(ani_t1.string[my._st1], my._anip, ANM_CYCLE); // play walk frames animation
			my._anip += 4 * time_step; // "walk" animation speed
			my._anip %= 100;
		} else {  // not walking
			my._st1 = _STAND
			if (my._st1 != my._st2) { my._anip = 0; }	// reset ani
			ent_animate(ani_t1.string[my._st1, my._anip, ANM_CYCLE); // play stand frames animation
			my._anip += 2 * time_step; // "stand" animation speed
			my._anip %= 100;
		}
		ent_move(pl_vDist, nullvector);

		if (mouse_left && k_st[k_mm]) {// if we press the left mouse button
			my._anip = 0; // reset "attack" frames
			while (my._anip < 100) {
				ent_vertex(my._wpTip, 601); // sword tip vertex coords - get the value in Med
				ent_vertex(my._wpBase, 5); // sword base vertex coords - get the value in Med
				trace_mode = ignore_me + ignore_passable; // ignore me (the player) and all the entities that are passable
				result = trace (my._wpBase, my._wpTip); // trace between these sword positions

				if (result != 0) { // the player has hit something
					effect (particle_sparks, 10, target, normal);
					if (you != null) {you._hp -= 6 * time_step;} // if it hasn't hit a wall, decrease health
					ent_playsound (my, sword_snd, 50); // sword sound
				}
				my._st1 = _ATK1;
				if (my._st1 != my._st2) { my._anip = 0; }	// reset ani
				ent_animate(ani_t1.string[my._st1], my._anip); // play attack frames animation
				my._anip += 17 * time_step; // "attack" animation speed
				my._st2 = my._st1;
				
				wait (1);
			}
			k_st[k_mm] = !mouse_left; // can't use autofire on a sword
		}
		my._st2 = my._st1;
		wait (1);
	}
	my._st1 = _DEAD;
	my._anip = 0;
	while (my._anip < 90) { // the player is dead
		ent_animate(ani_t1.string[my._anip], my._anip); // play death frames animation
		my._anip += 3 * time_step; // "death" animation speed
		wait (1);
	}
	my.passable = on; // the corpse can't be hit by the enemy sword from now on
}



action enemy_fight { // attached to the enemy
	ai_e1 = me; // I'm the enemy

	ai_e1._hp = 20; // and I have 100 _hp

	while (my._hp > 0)  { // as long as I'm alive
		if (vec_dist (my.x, player.x) < 600 && player._hp > 0)  {// the player approaches the enemy
			vec_diff(temp, player.x, my.x);
			vec_to_angle(my.pan, temp);
			my.tilt = 0; // I'm a maniac
			
			ai_nDist.x = 5 * time_step;
			ai_nDist.y = 0;
			ai_nDist.z = 0;
			my._st1 = _WALK;
			if (my._st1 != my._st2) { my._anip = 0; }
			ent_move(ai_nDist, nullvector);
			ent_animate(ani_t1.string[my._st1], my.skill19); // play walk frames animation
			my._anip += 10 * time_step; // "walk" animation speed
			my._anip %= 100;

			if (vec_dist (my.x, player.x) < (my.max_x * 1.10)) { // if the player comes closer than 50 quants attack him 
				my._st1 = _ATK1;
				my._anip = 0; // reset "attack" frames
				while (my._anip < 100){
					ent_vertex(my._wpTip, 2124); // sword tip vertex coords - get the value in Med
					ent_vertex(my._wpBase, 517); // sword base vertex coords - get the value in Med
					trace_mode = ignore_me + ignore_passable;
					result = trace (my._wpBase, my._wpTip); // trace between these sword positions
					if (result != 0) { // hit something, could be the player or another enemy
						effect (particle_blood, 2, target, normal);
						if (you != null) {you._hp -= 0.5 * time_step;}
						ent_playsound (my, sword_snd, 50); // sword sound
					}
					ent_animate(ani_t.string[my._st1], my._anip); // play attack frames animation
					my._anip += 5 * time_step; // "attack" animation speed
					wait (1);
				}
				wait (-6); // slows down the enemy and reduces the number of traces per second
			}

		} else { // the player is farther than 200 quants away
			my._st1 = _STAND;
			if (my._st1 != my._st2) { my._anip = 0; }
			ent_animate(ani_t1.string[my._anip], my._anip, ANM_CYCLE); // play stand frames animation
			my._anip += 2 * time_step; // "stand" animation speed
			my._anip %= 100;
		}
		my._st2 = my._st1;
		wait (1);
	}

	while (my._anip < 80) {// the enemy is dead
		my._st1 = _DEAD
		ent_animate(ani_t1.string[my._st1], my._anip); // play death frames animation
		my._anip += 1 * time_step; // "death" animation speed
		wait (1);
	}
	my.passable = on; // the corpse can't be hit by the sword from now on
}
function particle_sparks() {
	temp.x = random(2) - 1;
	temp.y = random(2) - 1;
	temp.z = random(1) - 1.5;
	vec_add (my.vel_x, temp);
	my.alpha = 30 + random(50);
	my.bmap = spark_map;
	my.size = 5;
	my.flare = on;
	my.bright = on;
	my.move = on;
	my.lifespan = 20;
	my.function = fade_particle;
	my.gravity =0;
	my.beam = on;
	my.streak = on;
}
function particle_blood() {
	temp.x = random(2) - 1;
	temp.y = random(2) - 1;
	temp.z = random(1) - 1.5;
	vec_add (my.vel_x, temp);
	my.alpha = 70 + random(30);
	my.bmap = blood_map;
	my.size = 6;
	my.flare = on;
	my.bright = on;
	my.move = on;
	my.lifespan = 20;
	my.function = fade_particle;
}

function fade_particle() {
	my.alpha -= 5 * time_step;
	if (my.alpha < 0) {my.lifespan = 0;}
}
// 


Quote:
still having difficulty, anyone else have any ideas?

Yes. Instead, just use 'my' scripts which do something similar but more.
(available upon request)

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