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General Thread

by Aardappel on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12349610 views, last view: 10/05/2024 23:49

for questions, announcements etc.

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#9716: Re: ..

by Hirato Kirata on 12/15/2007 05:45, refers to #9715

I did think of something else. I'm busy making an RPG map for the FPS game module (basically none-linear SP with dialogue :) ).

One of the scripts I'll be writing is that of a shop keeper, selling the player ammunition. So I'd really love to be able to set the player's health, maximum health and ammunition levels in SP matches. Which'll avoid me having to write another horde of scripts that'll open doors sequentiality to sell the the ammo ;).

if anyone is curious on progress. I've so far written the scripts of the bank, and the major, And added quite a bit of ambience with skyboxes which change, and fog which fades. The basically layout of the inventory has been done, and even stats points have been added. And I completed a few scripts for bartering.
It's going to be one hell of a map

~Hirato Kirata

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#9717: Re: ..9571

by steve_e on 12/15/2007 06:49, refers to #9716

I too would love to have control of health and ammo/weapons. A player without ammo and low health would need to tread carefully around monsters which in turn would create the need to control the monster(s) behaviour with a pickup of some description.

Also, during low fog levels (i.e., as the player you can't see squat) the monsters tend to still see you, so another reason for the control of the monster behaviour - player picks up a 'fog spell' and casts it so the monsters can't see him, hence they do not attack.

The idea of controlling monsters and player health/ammo creates all kinds of exciting possibilities!

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#9718: Scriptable monsters

by Sascha@e on 12/15/2007 13:36

Scriptable monsters (in RPG mode) is in my TODO list, too. I'm currently aiming for the "fully script-controlled" way, i.e. have a script (per AI object) that is executed periodically to determine what to do, essentially rpgent::update() as a script, but called less often, with some basic reactions (like stopping moving when dead) hardcoded.
Calling the script and setting some basic actions (attack, turn, move, ...) is quite easy. The hard part is how to determine what to do. Currently, there's no way to query other objects in the world. Even the current (very simple) behaviour could not be done with a script (cannot determine if player is in range).
I've written an r_inrange function that loops over all rpgobj's within a given range. Each object (that's in range) is put on top of the stack and a script supplied to the function gets executed. I'm not yet sure this is the right way to do it, but that's mostly because I didn't quite get my head around the RPG stack idea yet. E.g., how do I change the players model from within an NPC script?
Another possible problem (with my approach) is performance. I know next to nothing about CubeScript execution times. Depending on that, even a small number of NPCs with moderately complex scripts could slow down the game considerably. I don't even know exactly what happens if a (single) script takes a long time to execute. Would it be "jerking" (i.e. stopping for a small amount of time periodically) or does Cube use some kind of multitasking?

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#9719: ..

by Zodar on 12/15/2007 15:18

The ability to manipulate the statistics of monsters a bit more in-depth would be fantastic. Currently, there isn't a single monster in the game that's actually dangerous- the only danger comes from how many of them you have to face. But this could be pretty easily remedied if you could alter the HP, damage, and most importantly, rate of fire of a bauul, for example.

Another thing that would be interesting is the ability to tag a monster as being on a certain "side". This would be a simple number tag, but it would add a great deal of variety to a map. The player's side would be set (and locked, to prevent cheating with the console) by the map's cfg, and any enemies that are on the same side are non-hostile towards him. Untagged enemies are marked as side 0, which behaves like any other tag- they attack non-zero enemies. This could cause a little trouble with priority, but "prioritize the one who shot you last" seems to be pretty workable.

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#9720: Re: ..

by Hirato Kirata on 12/15/2007 22:55, refers to #9719

Teams... why didn't I think of that. (actually I did, which is where my suggestion of ignoring friendly fire came in :) ). Nice one there Zodar.

~Hirato Kirata

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#9721: Re: ..

by Zodar on 12/16/2007 00:23, refers to #9720

Sorry if I misconstrued your post, but it seemed like you were talking about monsters either being friendly/hostile to the player character. What I meant was the ability to have a larger number of sides, as determined by a number in the monster-ent's variables.

For example, say you have a group of ogros on one team attacking you. To deal with them without wasting time or ammo, you could lead them into a group of opposing rhinos or goblins, who would normally attack you, but instead prioritize the ogros as the main target. You watch safely on the sidelines, then open a door and release a pack of hellpigs to finish off the stragglers. It's a bit different from simply hostile or friendly- the monsters would have their own personal feuds to settle that you could play to your advantage, like how Bullsquids would always attack headcrabs in Half-Life.

Sorry if there was any misunderstanding, or if I came off as rude :I

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#9722: Re: ..

by Hirato Kirata on 12/16/2007 01:06, refers to #9721

I was saying well done for elaborating on the teams. I'm just a bit hard to understand at times :P

~Hirato K

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#9723: Re: ..

by Quin on 12/16/2007 05:12, refers to #9689

sensitivity 10
sensitivityscale 1

Not saying you "need" it that high (in fact, it's that high from my old quake days), just that it is possible to turn that fast if one wished (contradictory to real life).

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#9724: ..

by JadeMatrix on 12/17/2007 01:20

O.o the posts on the AI-scripts is making me dizzy...

http://files.filefront.com/aicfg/;9269379;/fileinfo.html

My take. It uses f_life (a read-only variable) from my hud.cfg concept.

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#9725: Re: Scriptable monsters

by Quin on 12/17/2007 03:52, refers to #9718

You guys may find the SSP module in SauerMod useful. It contains some of the stuff I experimented with while doing the enemy logic, including script controls and events. I addressed the issue of controlling single monsters by assigning them an index on load, and having the script use that to reference them.

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#9726: Visual Express 2008 any success?

by hicks on 12/17/2007 04:35

Been getting tired of Codeblocks and have wanting to try out Visual Express 2008 which btw is looking really nice and although I'm heavy on the open source I make some exceptions (windows xp for my games.)
Anyway I've compiled sauerbraten.exe with the afxres.h taken from the Codeblocks include directory and everything has compiled nicely without any real warnings, but sauerbaten.exe fails to start with an "application error" and I get one of those pesky dialog boxes.
It's not a big deal as there is nothing wrong with Codeblocks other than the 2dgui not working for me.

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#9727: Re: Visual Express 2008 any success?

by Luolamies on 12/17/2007 10:37, refers to #9726

I'm using VC express 2005, but you might want to try this: In your project directory there is a file called sauerbraten.rc. In this file, edit "afxres.h" into "windows.h".

Works for me.

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#9728: Re: Visual Express 2008 any success?

by hicks on 12/17/2007 21:49, refers to #9727

No luck even with the platform sdk, it still refuses to function. I\'m not gonna waste more than 5 minutes on a Microsoft product. Although I\'m really against using cvs/svn builds, I\'ll grab the lastest nightly build of Codeblocks. Thanks for the advice though.

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#9729: Re: Visual Express 2008 any success?

by SheeEttin on 12/17/2007 22:18, refers to #9728

> I'm really against using cvs/svn builds

You, sir, are missing out on a lot... For example, Sauer's CVS just got the assasin mode.

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#9730: Re: Visual Express 2008 any success?

by yoopers on 12/17/2007 23:41, refers to #9729

So, somewhat off-topic, but related to CVS installs: I've had an easy time compiling from CVS, but every time I try to browse for servers I get told that I'm running a more recent version than the server supports. Is there some way to play on a Summer Edition server with a CVS-compiled client, or are my expectations out-of-whack?

Thanks!

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#9731: Help

by Rev on 12/17/2007 23:46

i have recently downloaded Assault Cube. But, everytime i click the icon on my desktop, it just sends me to the installation window. I want to play the game. What am I doing wrong?

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#9732: Re: Visual Express 2008 any success?

by c0rdawg on 12/18/2007 00:07, refers to #9730

Nope the CVS network code is slightly different so you can only play on CVS servers. But don't worry the CVS will become official any day now...

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#9733: Re: Visual Express 2008 any success?

by MovingTarget on 12/18/2007 00:08, refers to #9732

December 21, I think.

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#9734: Re: Visual Express 2008 any success?

by yoopers on 12/18/2007 00:11, refers to #9733

Kewl. :] Thanks for the update.

*grins in anticipation of a new Sauer release*

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#9735: ..

by SheeEttin on 12/18/2007 00:13

I checked about half an hour ago, and there were two CVS servers up, neither of which had players on them.

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