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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/08/2006 12:12:47
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Szlat
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TheDruidXpawX wrote:
Could we give "vehicle" with the block mesh some sort of controller that both does nothing, but makes the monsters target them?
Yes, I think so. Realistically, monsters only ought to target the blocks if there is no more-obvious target in sight.
It will require a timer in the controller, scanning through all controllers with enemy monster pawns close to the block. If the monster has no current enemy, set the enemy to be the block.
We could also make it so that if the block is closer than the current monster enemy, there is saya 10% chance it will change to target the block.
But all of this will eat up cpu time, if there are loads of blocks.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/08/2006 12:13:38
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BotFodder
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That reminds me - I haven't tested BotsCombos with these, and if it works at all you probably should have a BotsCombos.ini that specifies the extra combos.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/08/2006 18:17:21
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TheDruidXpawX
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Szlat wrote:
But all of this will eat up cpu time, if there are loads of blocks.
That's why I'm wondering if there's any way we can put a controller on them that the monsters will target by default...
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/09/2006 00:09:00
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Szlat
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The MonsterController has the following code in its FindNewEnemy function:
Code:
for ( C=Level.ControllerList; C!=None; C=C.NextController )
if ( C.bIsPlayer && (C.Pawn != None) )
So, unless we set the bIsPlayer flag in the controller, we are stuffed.
Unless we create a new version of Invasion that targets the opposite team rather than just players - which would also fix the FriendlyMonsters not being targeted fully - but I am reluctant to take that path.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/09/2006 05:49:48
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Szlat
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Szlat wrote:
TheDruidXpawX wrote:
4) I don't remember seeing the regular ons turret anywhere... I'd like to see it.
What class is it?
Assuming that it is the Onslaught.ONSManualGunPawn class, we would need to subclass it. It is a bit too big, and will not let you enter it because it is 'not powered'.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/09/2006 08:38:57
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TheDruidXpawX
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I dont see any reason we cant mark it as a player...
We might even want to do this for the turrets.
At the worst, we could try it and see if it breaks anything.. I dont think it will since bots are also players.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/09/2006 08:48:54
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BotFodder
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TheDruidXpawX wrote:
I dont see any reason we cant mark it as a player...
We might even want to do this for the turrets.
At the worst, we could try it and see if it breaks anything.. I dont think it will since bots are also players.
And if it works, we might want to see if it's possible to mark pets as players - except that IIRC, isn't the controller for a summoned monster summarily Destroy()ed for some reason? (replication issues, I'm thinking)
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/10/2006 06:35:56
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Szlat
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TheDruidXpawX wrote:
I dont see any reason we cant mark it as a player...
We might even want to do this for the turrets.
At the worst, we could try it and see if it breaks anything.. I dont think it will since bots are also players.
Well, I tried it, and on a quick test it seemed to work.
Spawned a block. All the monsters gathered round it hitting it. Not doing a lot of damage - well it is pure granite.
Me standing to one side picking them off. No danger. When the block gets destroyed, spawn another one, at low cost, and start again.
My opinion is that it is too exploitable. So, I think blocks should not be targetted. Certainly not if there is a better target within range.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/10/2006 10:26:07
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Szlat
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A slight problem. The blocks are Ghosting
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/10/2006 10:48:17
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Moof
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Where's the block summon code where the player flag is set? I'll debug from there.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/10/2006 10:50:36
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BotFodder
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Blocks Ghosting: Ack. Just committed a Ghost fix that should fix that.
Please put dcBlocksMeshes in CVS.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/10/2006 10:52:58
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Moof
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What's your AIM, Bot?
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/10/2006 10:56:22
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Szlat
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Szlat wrote:
A slight problem. The blocks are Ghosting
I have fixed. Blocks don't really need to be given the players inventory.
I will put it all in cvs shortly.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/10/2006 11:18:03
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Szlat
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At the moment, Link guns will only link to another link gun, or to a vehicle on the same team as the firer.
I had problems getting blocks working as a Vehicles due to the lack of a skeletal frame, so Blocks are just Pawns. This means a link gun cannot heal a block.
Do we think it is a requirement that links should be able to heal blocks?
If so, I could probably modify the EngineerLink to do it. But I am not convinced we should.
Thoughts?
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/10/2006 11:21:36
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BotFodder
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Szlat wrote:
But I am not convinced we should.
Ditto
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