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Re: Last Stand - first test
[Re: 3run]
#411783
11/19/12 20:46
11/19/12 20:46
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Joined: Jul 2008
Posts: 2,107 Germany
rayp
X
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X
Joined: Jul 2008
Posts: 2,107
Germany
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Thank you for listen to my "nice words" 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;
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Re: Last Stand - first test
[Re: rayp]
#411784
11/19/12 20:51
11/19/12 20:51
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Joined: May 2009
Posts: 5,370 Caucasus
3run
OP
Senior Expert
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OP
Senior Expert
Joined: May 2009
Posts: 5,370
Caucasus
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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: rayp]
#411788
11/19/12 21:07
11/19/12 21:07
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Joined: May 2009
Posts: 5,370 Caucasus
3run
OP
Senior Expert
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OP
Senior Expert
Joined: May 2009
Posts: 5,370
Caucasus
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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
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Re: Last Stand - first test
[Re: 3run]
#411789
11/19/12 21:12
11/19/12 21:12
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Joined: Jul 2008
Posts: 2,107 Germany
rayp
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X
Joined: Jul 2008
Posts: 2,107
Germany
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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 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;
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Re: Last Stand - first test
[Re: 3run]
#411885
11/20/12 17:25
11/20/12 17:25
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Joined: Jan 2002
Posts: 4,225 Germany / Essen
Uhrwerk
Expert
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Expert
Joined: Jan 2002
Posts: 4,225
Germany / Essen
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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...
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Re: Last Stand - first test
[Re: Uhrwerk]
#411886
11/20/12 17:31
11/20/12 17:31
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Joined: May 2009
Posts: 5,370 Caucasus
3run
OP
Senior Expert
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OP
Senior Expert
Joined: May 2009
Posts: 5,370
Caucasus
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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 Thank you mate, your ideas are awesome!
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