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ProjektTHOR
Banned
Joined: Tue Feb 27, 2007 4:05 pm Posts: 2527
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Re: Facing Worlds - Version 2.00 RELEASED! - UPDATED 6-25-09
I enjoy it much when people make innovative stuff like this. Even if I don't use it, the outside-the-typical-CC-box attitude is A++.
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Thu Jun 25, 2009 8:17 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Facing Worlds - Version 2.00 RELEASED! - UPDATED 6-25-09
if i get a spare few hours, i might just try and code some decent bot AI for this. looks sweet.
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Thu Jun 25, 2009 9:16 pm |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Facing Worlds - Version 2.00 RELEASED! - UPDATED 6-25-09
You mean: actor:AddAIMOWaypoint(redflag) actor:AddAISceneWaypoint(greenflagarea:GetRandomPoint().X,greenflagarea:GetRandomPoint().Y)
The problem comes along of dropping and picking up the weapon.
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Thu Jun 25, 2009 9:22 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: Facing Worlds - Version 2.00 RELEASED! - UPDATED 6-25-09
Is the flag a pickable device? I'd suggest making it an unpickable object instead. Use an Actor if necesary, they wont become terrain atleast.
As for capturing, let the actor keep everything he has, including weapons he's holding and just make the flag follow the actor by teleporting to his coordinates each frame. Foolproof.
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Fri Jun 26, 2009 12:03 am |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Facing Worlds - Version 2.00 RELEASED! - UPDATED 6-25-09
Why? What's wrong with a pickable flag?
Last edited by mail2345 on Fri Jun 26, 2009 12:16 am, edited 1 time in total.
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Fri Jun 26, 2009 12:05 am |
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TheLastBanana
DRL Developer
Joined: Wed Dec 13, 2006 5:27 am Posts: 3138 Location: A little south and a lot west of Moscow
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Re: Facing Worlds - Version 2.00 RELEASED! - UPDATED 6-25-09
mail2345 wrote: Why? What's wrong with a pickable gentleman? Uhhh... Anyway, the main problem is that they will turn to terrain more easily.
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Fri Jun 26, 2009 12:07 am |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Facing Worlds - Version 2.00 RELEASED! - UPDATED 6-25-09
Damm spell check.
Anyway, that's just a minor irratation, as the flag spawns back. A fix would be to make it out of something really weak, or to have it force unsettle.
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Fri Jun 26, 2009 12:18 am |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: Facing Worlds - Version 2.00 RELEASED! - UPDATED 6-25-09
mail2345 wrote: Why? What's wrong with a pickable flag? You cant use guns and you need more code involving with messing the actors inventory. The method I suggested would be more cleaner, simple and allow to use guns like you could in the original game.
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Fri Jun 26, 2009 1:48 am |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Facing Worlds - Version 2.00 RELEASED! - UPDATED 6-25-09
Code messing with actor inventory is in. You can switch to another weapon.
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Fri Jun 26, 2009 2:02 am |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: Facing Worlds - Version 2.00 RELEASED! - UPDATED 6-25-09
mail2345 wrote: Code messing with actor inventory is in. You can switch to another weapon. But dont you think it makes it akward? And is the flag visible if the actor changes the weapon? Having the flag just follow you will do that too.
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Fri Jun 26, 2009 2:08 am |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Facing Worlds - Version 2.00 RELEASED! - UPDATED 6-25-09
Arrows do the trick, and the detection code is perfected.
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Fri Jun 26, 2009 2:15 am |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: Facing Worlds - Version 2.00 RELEASED! - UPDATED 6-25-09
Roon3 wrote: Nice work, to bad I can't play with anyone... I prefer the old bases, they were bigger and a lot more interesting. To be honest I liked them better as well, but I wanted this to be more "true to form" than original. And Scenewise it's almost a perfect copy. As perfect as I can get 2D-wise anyway. And about the flag, all I'd like it to do is stay upright when it's in the base. The current behavior of them is good for now. When there's a better way to remove the flag from the actor when he captures instead of dropping it, we can implement it then.
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Fri Jun 26, 2009 3:18 am |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Facing Worlds - Version 2.00 RELEASED! - UPDATED 6-25-09
Actually a simple lua script on the flag might do the job, now that I think of it.: Code: function Update(self) self.RotAngle = 0 self.AngularVel = 0 end
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Fri Jun 26, 2009 3:22 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Facing Worlds - Version 2.00 RELEASED! - UPDATED 6-25-09
also, pin it on create. mail2345 wrote: You mean: actor:AddAIMOWaypoint(redflag) actor:AddAISceneWaypoint(greenflagarea:GetRandomPoint().X,greenflagarea:GetRandomPoint().Y)
The problem comes along of dropping and picking up the weapon. no, i dont, i mean proper AI that does what its meant to. and it would probably track the position of anyone with the flag, not just the flag. there would obviously be AIWaypoint action going on, but not to such a simple degree.
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Fri Jun 26, 2009 4:52 am |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: Facing Worlds - Version 2.00 RELEASED! - UPDATED 6-25-09
An AI element would be awesome. If only there was online function, this would be a top favorite of mine to play against you all.
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Fri Jun 26, 2009 5:03 am |
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