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Forum Index -> UnrealScript, Coding, Mapping, and 3rd party Mods Go to Page: 1, 2 Next 
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Kiros72



Joined: 06/09/2006 00:33:22
Messages: 17
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Hi, I'm trying to do an RPG addon for my FHI server and I could use some help. I want to add a class called Stealth Master (which I have already done) and an ability called Invisibility. The description:
"Makes you partially invisible depening on level.
Level 1 lets you become translucent while completely still and not firing.
Level 2 allows you to become invisible while completely still and not firing.
At Level 3, you will remain invisible if you move but firing will break the invisibility. (Max Level: 3)
Monsters will be respond less while completely invisible, rather than translucent or solid.
You must be a Stealth Master to purchase this skill.
Cost (per level): 20,25,30
"

I've already got an idea to use the 'ghosting' look for Level 1 and to use the invisibility combo look for Levels 2 and 3. The main problem is that I need to make it so the monsters respond about 1/3 as much as normal for Level one and about 1/5 as much for Levels 2 and 3; if you haven't already guessed, I have absolutely no idea how to accomplish this.

Could anyone help with that? And also, could someone think of a quick method to check if the player is shooting or moving? The way I've thought to do it would be slow with all the if statements

Thank you, in advance, for all you time and effort!
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Kiros72



Joined: 06/09/2006 00:33:22
Messages: 17
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< Bump > T.T
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DemonSeed



Joined: 06/23/2006 05:38:26
Messages: 17
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Team Killers love is invisibility.
Kiros72



Joined: 06/09/2006 00:33:22
Messages: 17
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Team Killers Love? I haven't heard of that. If it's an ability in the new DruidsRPG, sorry, I just downloaded the 2.0 version today and will take a look at it later. Though if it's a mutator, like I'm assuming, could you give me a link?

Thanks
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TheDruidXpawX

Wicked Sick!
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Joined: 12/19/2004 18:32:13
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DemonSeed wrote:
Team Killers love is invisibility. 


?

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KohanX

Godlike

Joined: 03/04/2006 13:40:23
Messages: 350
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Yeh, that's what I was going to say... I mean, as far-fetched as it gets, they should use a Shield Gun of Knockback +12 on someone while invisible, but... This server's pretty good about not having stupid people, if memory serves.
DemonSeed



Joined: 06/23/2006 05:38:26
Messages: 17
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Not saying its a mod, teamkillers love invisible.
KohanX

Godlike

Joined: 03/04/2006 13:40:23
Messages: 350
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Erm... but how does that apply to DC? No one teamkills.
Kiros72



Joined: 06/09/2006 00:33:22
Messages: 17
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No, I mean I would like to use invisibility as an ability on my server. I'm not asking what team killers love... Plus, on my invasion server, friendly fire is completely disabled...

Anyone have some thoughts as to how this ability can be developed - so monsters react much less to those invisible?
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KohanX

Godlike

Joined: 03/04/2006 13:40:23
Messages: 350
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Yeah. On first thought, I'd have it halve the distance monsters notice you, or in the case of Inhuman or Godlike (infinite range and omnivision, respectively) monsters, I'd knock it down to the level below (Godlike to Inhuman, Inhuman to Masterful), as far as sight detection goes.

You could also have a sort of timed check for each monster to see if they notice you. Say, every five seconds, they'd 'roll a die' (d20 RPG style, with a bonus relative to the monster's skill), and if they beat the check (which increases with each level of Invisibility), they notice you and can attack you as normal.

I think the latter would be an excellent way of doing it. As well as the 'check' method, you should make it so that each level allows more movement. Say, the first level would only make you 'invisible' while crouch-walking, the second might allow normal movement, and the third would allow jumping and dodging (the noise from the fall is difficult to conceal). If you choose to do it this way, make sure each level costs much more than the level previous (say, 5, 20, 35), because it would be that much more useful.

The check would work something like this: You, the character, have a difficulty level for your stealth, equal to {5+5*AbilityLevel}. Every five seconds, monsters that would normally see you perform a die roll resulting in a number from 1 to 20 and add a number equal to the monster's Skill Level added to the amount of experience you gain from them. Meaning {random(20)+1+Skill+ExpGiven} in code. Note that the formula is off the top of my head, and may need a large tweak. If the number is equal to or greater than the character's difficulty level, they succeed in noticing you, and the show goes on. If the character performs a forbidden move (say, running with only level 1 Invisibility or Jumping with level 2), monsters that would normally notice the character notice them instantly.

If you want me to give you an intricate explanation with technicalities and details, let me know, but that's the general idea.

Enjoy the ramble? Let me know what you think.
Continuum

Wicked Sick!
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Joined: 03/09/2005 05:20:36
Messages: 479
Location: Indianapolis, Indiana
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The hard part is telling the bot that knows where you are that it doesnt know your there..





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KohanX

Godlike

Joined: 03/04/2006 13:40:23
Messages: 350
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Is it?
Kiros72



Joined: 06/09/2006 00:33:22
Messages: 17
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Actually, yes, that is the hard part - at least for me. If I knew how to make the monsters and bots not realize you were there, this wouldn't really be a problem. Oh, by the way, Kohan, that method looks very nice and I would use that for like level 1, but level 2, I want it so that if you don't move or fire, the monsters will not notice you under any circumstances - moving and firing breaks it - and with level 3, only firing will break the invisibility.

Does anyone have an idea how I can make the monsters and bots (for other game types) not realize a person standing right in front of them?
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KohanX

Godlike

Joined: 03/04/2006 13:40:23
Messages: 350
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I believe you would change that by looking into MonsterController, under the state Hunting, and under the function PickDestination. Near the beginning, it has this:
Code:
if ( (Enemy == None) || (Enemy.Health <= 0) )
 		{
 			Enemy = None;
 			WhatToDoNext(23);
 			return;
 		}

I would have it search through enemy's inventory and find their statsinv, and then see if they have Invisibility. However, due to the way Invisibility works, you would probably have the monster look for an inventory, and check if it's actually 'on' or 'off'.
Kiros72



Joined: 06/09/2006 00:33:22
Messages: 17
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But that's the problem... The goal is to not actually modify the MonsterController to get this to work. This needs to be dependent upon UT2004RPG and stock resources - in other words, just an add-on, such as DruidsRPG.

This is where the problem lies
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