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Re: Last Stand - first test [Re: 3run] #411783
11/19/12 20:46
11/19/12 20:46
Joined: Jul 2008
Posts: 2,107
Germany
rayp Offline

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rayp  Offline

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Joined: Jul 2008
Posts: 2,107
Germany
Thank you for listen to my "nice words" grin
Thanks for that link. Ill look into, was it easy to implement or a brain f* ?

btw will u share this template? just interested.


Acknex umgibt uns...zwischen Dir, mir, dem Stein dort...
"Hey Griswold ... where u gonna put a tree that big ?"
1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected
rayp.flags |= UNTOUCHABLE;
Re: Last Stand - first test [Re: rayp] #411784
11/19/12 20:51
11/19/12 20:51
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline OP
Senior Expert
3run  Offline OP
Senior Expert

Joined: May 2009
Posts: 5,370
Caucasus
This template is for personal use, maybe I'll sell it in the future, if anyone gets interested, but for now, I'm not going to share it. About pathfinding, it was really easy to use, but it isn't that flexible (cause all of the main functions, called from the .dll). I couldn't for example make enemies flee, but searching the fairest from player node, which would be near enemy and couldn't see player.


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Re: Last Stand - first test [Re: 3run] #411785
11/19/12 20:59
11/19/12 20:59
Joined: Jul 2008
Posts: 2,107
Germany
rayp Offline

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rayp  Offline

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Joined: Jul 2008
Posts: 2,107
Germany
Maybe u could define a few flee-pathes. So they randomly took one (with a simple path script)...but i guess this wont look good in many cases (they will stuck on many corners fex).

"and couldnt see player"
Do u mean they were close, but did not see the player ? If so, u could combine a vec_dist with a c_trace...just a quick idea (first vec_dist, if player is close try to trace him [infront fex]).

Well, as i said already keep it up please.


Acknex umgibt uns...zwischen Dir, mir, dem Stein dort...
"Hey Griswold ... where u gonna put a tree that big ?"
1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected
rayp.flags |= UNTOUCHABLE;
Re: Last Stand - first test [Re: rayp] #411788
11/19/12 21:07
11/19/12 21:07
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline OP
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3run  Offline OP
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Posts: 5,370
Caucasus
No, problem is, that I need to define path to move away from the player, and I can't define position via pathfinding, sure, I could use script to create model somewhere behind the enemy, which doesn't see player, and then mode enemy to it, but that would be slower than using pathfinding method that I have in my head.
"and couldnt see player"
I meant the node, which is far from player, doesn't see hit (so when bot will rich it, he'll be safe). Thank you for ideas anyway, I want to create cover system, and maybe it will help me to make bots flee away. I'll keep this up, hell yeah laugh


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Re: Last Stand - first test [Re: 3run] #411789
11/19/12 21:12
11/19/12 21:12
Joined: Jul 2008
Posts: 2,107
Germany
rayp Offline

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rayp  Offline

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Joined: Jul 2008
Posts: 2,107
Germany
Ah ok.
Yes this vec_dist-c_trace idea might be usefull in a cover system. ^^
guess the fastest way (faster than c_scan), i know ure a framespersecond-speed-freak like me grin

till then
greets


Acknex umgibt uns...zwischen Dir, mir, dem Stein dort...
"Hey Griswold ... where u gonna put a tree that big ?"
1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected
rayp.flags |= UNTOUCHABLE;
Re: Last Stand - first test [Re: rayp] #411800
11/20/12 01:02
11/20/12 01:02
Joined: Jul 2001
Posts: 4,801
netherlands
Realspawn Offline

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Realspawn  Offline

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Posts: 4,801
netherlands
as usual great stuff laugh


Find all my tutorials & Workshops at : www.rp-interactive.nl

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Re: Last Stand - first test [Re: Realspawn] #411872
11/20/12 15:29
11/20/12 15:29
Joined: Aug 2009
Posts: 1,438
Spain
painkiller Offline
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painkiller  Offline
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Posts: 1,438
Spain
wow feels awesome, the camera effects are really nice, but as others said, it's very difficult to play, I could barely kill one enemy each time before dying grin


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Re: Last Stand - first test [Re: painkiller] #411880
11/20/12 17:04
11/20/12 17:04
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline OP
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3run  Offline OP
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Joined: May 2009
Posts: 5,370
Caucasus
thank you guys, for your feedbacks and kind words, I'll make it a little bit easier to play and I'll death evidences (sound etc) laugh If you have any other ideas, let me know please.


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Re: Last Stand - first test [Re: 3run] #411885
11/20/12 17:25
11/20/12 17:25
Joined: Jan 2002
Posts: 4,225
Germany / Essen
Uhrwerk Offline
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Uhrwerk  Offline
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Posts: 4,225
Germany / Essen
Here is one: Sometimes the bots spawn behind you or at your side. The bad thing about this is that you don't notice that until they are killing you. Maybe a spawn sound would fix that.


Always learn from history, to be sure you make the same mistakes again...
Re: Last Stand - first test [Re: Uhrwerk] #411886
11/20/12 17:31
11/20/12 17:31
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline OP
Senior Expert
3run  Offline OP
Senior Expert

Joined: May 2009
Posts: 5,370
Caucasus
Uhrwerk@ that will depend on the type of the game, which I'll be going to create with this template. For example, may be I'll want them to respawn at some positions far from player and which aren't visible by him. For example, behind walls, to player don't see how bots where created, but if I'm going to create any kind of deathmatch game, sure, then I'll need to create some nice sounds for respawn, I will even develop your idea farther and create some respawn effect around bots, but that will depend on the game itself, not particular this small demo laugh Thank you mate, your ideas are awesome!


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