yes seth i clocked the fpe this morning when it wouldnt work for me ( i set it up with two enterprises at first ) not with the klingon one, i didnt notice that entity workshop set up the fpe's so badly! i used the tgc entity maker for teh enterprise but wacked the klingon one through entity workshop for the texture as i hadnt mapped that one and just wanted to get it up to test, my fault for rushing!!!! the download here should include is the new fpe, marks out of ten ?
lol
give this one a whirl
;artificial intelligence script
desc = battling starship script 3
;triggers
:state=0:settargetname=target1,state=2
:state=1,scancodekeypressed=21:state=21,sound=audiobankmiscping.wav
:state=1,scancodekeypressed=22:state=22,sound=audiobankmiscping.wav
:state=1,scancodekeypressed=23:state=23,sound=audiobankmiscping.wav
:state=1,scancodekeypressed=24:state=24,sound=audiobankmiscping.wav
:state=1,scancodekeypressed=25:state=25,sound=audiobankmiscping.wav
:state=1,scancodekeypressed=37:state=37
:state=2,scancodekeypressed=20:sound=audiobankmiscping.wav,state=1
:state=21:rotatetotarget,timerstart,state=31
:state=31,timergreater=500:movefore=200,reloadweapon,useweapon,timerstart,state=1
:state=22:rotatetotarget,timerstart,state=32
:state=32,timergreater=500:rotatey=180,state=42
:state=42,timergreater=1000:movefore=300,state=52
:state=52,timergreater=5000:rotatetotarget,timerstart,state=1
:state=23:rotatetotarget,timerstart,state=33
:state=33,timergreater=500:rotatey=180,state=43
:state=43,timergreater=1000:movefore=300,state=53
:state=53,timergreater=4000:rotatetotarget,state=63
:state=63:reloadweapon,useweapon,timerstart,state=1
:state=24:rotatetotarget,timerstart,state=34
:state=24,scancodekeypressed=20:state=1
:state=34,timergreater=1000:reloadweapon,useweapon,state=44
:state=34,scancodekeypressed=20:state=1
:state=44,timergreater=2000:pivotrandom=90,state=54
:state=44,scancodekeypressed=20:state=1
:state=54,timergreater=3000:movefore=200,state=24
:state=54,scancodekeypressed=20:state=1
:state=25:rotatetotarget,timerstart,state=35
:state=25,scancodekeypressed=20:state=1
:state=35,timergreater=1000:pivotrandom=90,state=45
:state=35,scancodekeypressed=20:state=1
:state=45,timergreater=2000:movefore=300,state=55
:state=45,scancodekeypressed=20:state=1
:state=55,timergreater=7000:state=25
:state=37:destroy
;end script
use the enterprise though your right the klingon ship needs a new fpe il release when ive redone the texture
but with that new script, name the entity you want to attack target1 as before
I have tested this EXTENSIVELY so please let me know of any problems
get your teeth round tht! i recommend trying it out with the stock ww2 bazooka guy to get a feel for the manouvers, from my testing it could do with a button just to make it move fore as it can tend to get stuckk at the edges sometimes
will edit a move fore in when i get chance for now tho, courage
Edit: this one is working great now! edited in the movefore command as part of the attack command so command list at the moment is as follows:
-T (activate/deactivate)
-Y (attack and move foreward)
-U (retreat)
-I (retreat and then fire once from safe distance)
-O (manouvre randomly round the map taking the odd pot shot)
-P (randomly manouvre round the map)
-k (self destruct)
wondering if anyone could knock up a hud for this?
what im thinking is give the player a switch or trigger zone, disable or freeze plr in the zone, hud displays with the command selection, star trekkie style, allowing user to select commands? or is that too much trouble seeing as its already working now
lol will go back to my previous script and try and better than one now, although in theory if you made a copy of this fpi, changed the target to target2, rename your entities accordingly, then you could use the 'O' command to entice each ship into attacking each other without human intervention so might just work on improving this one, what dya think?
- Why is everyone on here so rude? -