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Re: Garage Quake 2 Site (advances, pics and videos)
[Re: PigHunter]
#305665
01/16/10 10:16
01/16/10 10:16
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Joined: May 2006
Posts: 148 Latvia
MTD
Member
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Member
Joined: May 2006
Posts: 148
Latvia
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This looks good. Will the game have multilayer game mode? Keep up the good work.
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Re: Garage Quake 2 Site (advances, pics and videos)
[Re: Erick_Castro]
#305692
01/16/10 16:30
01/16/10 16:30
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Joined: Dec 2008
Posts: 1,660 North America
Redeemer
Serious User
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Serious User
Joined: Dec 2008
Posts: 1,660
North America
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Nice level.
BTW: how come the enemies can see you through walls? And why does your shotgun only shoot one pellet at a time?
Last edited by Redeemer; 01/16/10 16:45.
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Re: Garage Quake 2 Site (advances, pics and videos)
[Re: Redeemer]
#305701
01/16/10 17:41
01/16/10 17:41
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Joined: Mar 2009
Posts: 207
Erick_Castro
OP
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OP
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Joined: Mar 2009
Posts: 207
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Thanks, Redeemer. I only use vec_dist to detect the player distance and activate the Attack or run mode of the enemy, ignoring walls . I have to fix it using c_trace to activate the enemy only when the player is visible for him. Or mix some options using distance and visibility, etcetera. About the second questions , for now , it is shooting only one pellet. The answer is that i dont know, for now, how to shoot more than one pellet at a time I am beginning , and i know i have to improve it. In this momment i am concentrated in the enemies AI and fixing buggs. thanks.
Last edited by Erick_Castro; 01/16/10 17:45.
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Re: Garage Quake 2 Site (advances, pics and videos)
[Re: Erick_Castro]
#305707
01/16/10 18:14
01/16/10 18:14
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Joined: Dec 2008
Posts: 1,660 North America
Redeemer
Serious User
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Serious User
Joined: Dec 2008
Posts: 1,660
North America
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Thanks, Redeemer. I only use vec_dist to detect the player distance and activate the Attack or run mode of the enemy, ignoring walls . I have to fix it using c_trace to activate the enemy only when the player is visible for him. Or mix some options using distance and visibility, etcetera. I use c_scan() to check if the player can be detected. If the enemy detects the player, I then use c_trace(). If nothing is in the way, then the enemy starts attacking the player. Like this:
function enemy_event
{
if( event_type == event_detect ) // I detected an entity with c_scan
{
if( your == player ) // the entity I detected is "player"
{
wait(1);
c_trace( my.x, player.x, ignore_passable+ignore_me ); // trace a line to "player"
if( your == player ) // the object hit by c_trace is the player (not a wall, other entity, etc.)
{
beep; // signify that I have seen the player
my.flag1 = on; // so I don't "beep" again
}
}
}
}
action enemy
{
my.enable_detect = on; // so I can see the player
my.event = enemy_event;
while(my) // while I exist
{
if( my.flag1 == off ) // I haven't seen the player yet
{
c_scan( my.x, my.pan, vector( 160, 0, 2000 ), ignore_me+scan_ents ); // scan for the player
}
wait(1);
}
}
This example uses C-Script, so you would have to convert it to lite-C to use it; but I think you understand About the second questions , for now , it is shooting only one pellet. The answer is that i dont know, for now, how to shoot more than one pellet at a time Use a "for" loop to fire more than one pellet at a time. Your weapons also shouldn't always be perfectly accurate; use random() to mess up the aiming trajectory a little bit. Keep up the good work, this is getting pretty good
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Re: Garage Quake 2 Site (advances, pics and videos)
[Re: Erick_Castro]
#305814
01/17/10 14:47
01/17/10 14:47
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Joined: Nov 2008
Posts: 946
the_clown
User
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User
Joined: Nov 2008
Posts: 946
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Nice site, nice progress... And I even understand the text on it. Seems like my Spain isnt this bad afterall... What I noticed is that the shotgun looks a bit small, maybe try to positionate it closer to the camera so it looks bigger. I know its retro style, but it could be a bit closer tough. I tough love the level that can be seen on the pictures, looks very retro, very cool. Keep that up.
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