Search found 170 matches

by DusterdooSmock
Tue Sep 27, 2011 8:17 pm
Forum: QuakeC Programming
Topic: Reversing the angles of an entity
Replies: 9
Views: 1859

Reversing the angles of an entity

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?
by DusterdooSmock
Thu Aug 25, 2011 7:33 pm
Forum: Artificial Intelligence
Topic: simple pac man game
Replies: 17
Views: 13214

toneddu2000 wrote:but, there's a way to stick the enemy to a target (player, for example),so that,every moves the player takes, the enemy will follow him?
thanks
Use Darkplaces' MOVETYPE_FOLLOW.
by DusterdooSmock
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...
by DusterdooSmock
Tue Aug 16, 2011 7:41 pm
Forum: Artificial Intelligence
Topic: How do Waypoints work?
Replies: 12
Views: 10295

Electro wrote:What's the moddb page link?
http://moddb.com/games/fps/
I think you already saw the video though...
by DusterdooSmock
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...
by DusterdooSmock
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...
by DusterdooSmock
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(...
by DusterdooSmock
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...
by DusterdooSmock
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...
by DusterdooSmock
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...
by DusterdooSmock
Wed Jun 22, 2011 6:15 am
Forum: Programming Tutorials
Topic: Cool trespasser walking physics.
Replies: 4
Views: 3209

dreadlorde wrote:This has absolutely nothing to do with programming tutorials.
My thoughts exactly.
by DusterdooSmock
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...
by DusterdooSmock
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?
by DusterdooSmock
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...
by DusterdooSmock
Fri Jun 03, 2011 3:59 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.