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FPSC Classic Scripts / Help write a script for a zombie (dark ai v.120)

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hukuta94
13
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Joined: 4th Jan 2011
Location: Russian Federation
Posted: 14th Jun 2012 12:28 Edited at: 14th Jun 2012 12:29
I need:
Character after appeared to go directly to the target. Do not depend on what distance it from the player or the target.

I have:
The character starts to move only after a target or to see if it fits to the player at close range

here's the script (lobotomy):



P.S. Character attacks and kills his opponents. Attack is works.
The Zombie Killer
13
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Joined: 27th Mar 2011
Location: Gold Coast, Australia
Posted: 14th Jun 2012 12:54 Edited at: 14th Jun 2012 12:57
@Hukuta94
Change this:


To this:



Or your animations won't work. And as for going straight to the target, add ":state=0:alwaysactive=1"

So in the end, your script should look like this:



-TZK

hukuta94
13
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Joined: 4th Jan 2011
Location: Russian Federation
Posted: 14th Jun 2012 13:21
animation works fine in my version. You do not understand what I need. For example (simple level) the player standing in front of the zombies at a distance of 10 squares. Zombies look at the player, but does not attack it and not move him. When the player came up to a distance of 4-5 square zombies begins and moves to the player. That is my problem. How to make a zombie after the initial move to the player?
maho76
13
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Joined: 31st May 2011
Location: universe-hub, playing the flute
Posted: 14th Jun 2012 15:31
set zombie to "always active = yes", and maybe you have to set the cullmode/cullrange in the appearscript (see script syntax list).

hukuta94
13
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Joined: 4th Jan 2011
Location: Russian Federation
Posted: 14th Jun 2012 20:40 Edited at: 14th Jun 2012 20:41
"always active 1" has already been established.
how to use these commands? I use script appearance of T341

Corno_1
14
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Joined: 3rd Nov 2010
Location:
Posted: 14th Jun 2012 21:59
i dont know if its funktional, because i dont have lobotomy!
i just clean it and correct the aiattackawareness command! you forget an a!
try it:



Yes, i´m a noob, but i like it
http://forum.thegamecreators.com/?m=forum_view&t=196656&b=24
hukuta94
13
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Joined: 4th Jan 2011
Location: Russian Federation
Posted: 14th Jun 2012 22:30
"i just clean it and correct the aiattackawareness command!"
What do this command? Sorry but your script does not work too well as I need. Maybe the problem is this team "aiattatskschareness"? How does it work? In the topic of the Darko (Errant AI), he wrote that the team can ignore the target in the vicinity entity
I solved the problem through the waypoints, but I would like to make a darkAI

Anigma
13
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Joined: 25th Mar 2011
Location:
Posted: 15th Jun 2012 01:27
Try changing this:

:state=1,aitargetdistwithin=60,aicanshoot=1:state=10

to this:

:state=1,aitargetdistwithin=500,aicanshoot=1:state=10

and see if that gets your zombie moving a bit sooner.

-Anigma

It compiled! Ship it!
hukuta94
13
Years of Service
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Joined: 4th Jan 2011
Location: Russian Federation
Posted: 15th Jun 2012 21:14
Thank you all for your participation! I solved the problem through the waypoints!

Here script (START):



MAIN (lobotomy, But you can use other characters. Just change the attack animation):



Yeah! I do it!

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