Alright, is there a way to reverse the angles of an entity?
IE: projectile flies at a wall, when it hits the wall, its direction is reversed and it fies back towards where it came from?
Search found 170 matches
- Tue Sep 27, 2011 8:17 pm
- Forum: QuakeC Programming
- Topic: Reversing the angles of an entity
- Replies: 9
- Views: 1859
- Thu Aug 25, 2011 7:33 pm
- Forum: Artificial Intelligence
- Topic: simple pac man game
- Replies: 17
- Views: 13214
- Wed Aug 17, 2011 8:20 pm
- Forum: QuakeC Programming
- Topic: Two entity questions.
- Replies: 3
- Views: 1161
Two entity questions.
Alright i have two questions about entities: (1) Is there a way to set an entity's origin to a random vector? (I know about dp's randomvec, but is there a non-darkplaces way to do it?) (2) Is there a way to move one entity towards another? IE: Entity 1 is placed at the start of a hallway, and entity...
- Tue Aug 16, 2011 7:41 pm
- Forum: Artificial Intelligence
- Topic: How do Waypoints work?
- Replies: 12
- Views: 10295
http://moddb.com/games/fps/Electro wrote:What's the moddb page link?
I think you already saw the video though...
- Tue Aug 16, 2011 2:20 am
- Forum: Artificial Intelligence
- Topic: How do Waypoints work?
- Replies: 12
- Views: 10295
@mexicougar I would love you forever if you made monsters be able to use waypoints and pathfind :P no, but seriously, I would do anything... even if that means making you some graphics, or paying you... or something. O_O Blubs, if that offer still stands, PM me about it... I have some models that I...
- Fri Jul 22, 2011 3:49 am
- Forum: QuakeC Programming
- Topic: Putting entities into stacks
- Replies: 9
- Views: 2279
Cool! Someone else is doing bot stuff too :) Ok first of all, need to get some terminology sorted. Stack = list of things Push = add to the stack Pop = remove from the stack Usually when you push/pop things from a stack, you do it from either the top or the bottom. eg. Push to the top, pop from the...
- Thu Jul 21, 2011 1:50 pm
- Forum: QuakeC Programming
- Topic: Putting entities into stacks
- Replies: 9
- Views: 2279
I tried that, and it still did the same thing; he goes to the first, then to the second, then back to the first. Over and over. Maybe it was the way i checked it, i dunno.. float(entity way) WaypointCheck = { if(way == self.lastway3) return FALSE; else if(way == self.lastway2) return FALSE; else if(...
- Thu Jul 21, 2011 2:42 am
- Forum: QuakeC Programming
- Topic: Putting entities into stacks
- Replies: 9
- Views: 2279
Putting entities into stacks
Hey guys, I'm working on coding my own bot from scratch. So far, he's coming along great; he roams the map using waypoints, follows and attacks when he sees you, and goes back to roaming the map if he loses sight of you. But, unfortunately, I'm having one problem with it. - Each time he passes a way...
- Fri Jun 24, 2011 7:36 pm
- Forum: Artificial Intelligence
- Topic: Detecting if the player is running away from his enemy?
- Replies: 12
- Views: 9902
I did a little bit of browsing around in ai.qc, and i think that these might help. What do you think? /* ============= infront returns 1 if the entity is in front (in sight) of self ============= */ float(entity targ) infront = { local vector vec; local float dot; makevectors (self.angles); vec = no...
- Wed Jun 22, 2011 6:31 am
- Forum: Artificial Intelligence
- Topic: Detecting if the player is running away from his enemy?
- Replies: 12
- Views: 9902
Re: use as directed. harmful if swallowed
I would assume traceline. cant think of anything findradius would add if you're just checking for distance. I mean if you already know the 2 poiints you need to form the traceline, then you dont really have anything you need to FIND. traceline from self.origin (the monster being self, and the one c...
- Wed Jun 22, 2011 6:15 am
- Forum: Programming Tutorials
- Topic: Cool trespasser walking physics.
- Replies: 4
- Views: 3209
- Wed Jun 22, 2011 6:14 am
- Forum: Artificial Intelligence
- Topic: Detecting if the player is running away from his enemy?
- Replies: 12
- Views: 9902
Re: Detecting if the player is running away from his enemy?
I'm working on the AI for my mod, and I was wondering this: If the player engages an enemy, is there a way to tell if the player is running away from the enemy that was engaged? And then, is there a way to tell if the player is ACTUALLY fighting the enemy, not just attacking the enemy, then leaving...
- Tue Jun 21, 2011 6:10 pm
- Forum: Artificial Intelligence
- Topic: Detecting if the player is running away from his enemy?
- Replies: 12
- Views: 9902
Detecting if the player is running away from his enemy?
I'm working on the AI for my mod, and I was wondering this:
If the player engages an enemy, is there a way to tell if the player is running away from the enemy that was engaged? And then, is there a way to tell if the player is ACTUALLY fighting the enemy, not just attacking the enemy, then leaving?
If the player engages an enemy, is there a way to tell if the player is running away from the enemy that was engaged? And then, is there a way to tell if the player is ACTUALLY fighting the enemy, not just attacking the enemy, then leaving?
- Fri Jun 03, 2011 4:12 am
- Forum: QuakeC Programming
- Topic: Player Acceleration/Deceleration
- Replies: 5
- Views: 1641
I never said it was a good way to do it, in fact i knew it wasn't anywhere near the right way, but it was the first thing that i thought of, so i tried it, and it worked. I think that is how everyone learns and everyone has done it. :D That's usually how i am when i write new code. I get an idea, t...
- Fri Jun 03, 2011 3:59 am
- Forum: QuakeC Programming
- Topic: Player Acceleration/Deceleration
- Replies: 5
- Views: 1641