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FPSC Classic Scripts / Point and move script

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Glitch19
12
Years of Service
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Joined: 1st Apr 2012
Location:
Posted: 2nd Apr 2012 07:28
So I was wondring how difficult would it be to make an ai that walks to a point that is specified by where you fire? then maybe act normal again when they reach the destination or attack if the player fires at a enemy?

To clarify, you an enemy/destination, you point your gun and fire, the Ai walks and attacks/walks there.

sorry for my ramblings
maho76
13
Years of Service
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Joined: 31st May 2011
Location: universe-hub, playing the flute
Posted: 2nd Apr 2012 16:30
classic darkAI reacts on sounds, so you can try to edit enemy-mainscript to play a sound when shot so the friendly AI can react, but i dont know if it works, especially if it works all the time or behavior will change if anywhere else a sound is played.

doesnt work (better: i dont know how it should) to fire into a wall and ai walks to the wall/object, because of the absent of sound.
maybe there are new solutions with v119.

Marc Steene
FPSC Master
18
Years of Service
User Offline
Joined: 27th Mar 2006
Location: Bahrain
Posted: 5th Apr 2012 12:59
You could place dynamic invisible floor entities on every floor segment, then give them scripts with the shotdamage=1 command to detect when they have been shot, then set that entity as the enemy's target, which he can move to. To get a point effect, the player could be shooting an invisible gun.


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