Search found 68 matches

by blubswillrule
Wed Jun 13, 2012 8:30 am
Forum: Artificial Intelligence
Topic: Animation driven AI (QuakeC) with IQM - how?
Replies: 21
Views: 14121

Re: Animation driven AI (QuakeC) with IQM - how?

define animation driven o.O
by blubswillrule
Mon Jun 13, 2011 12:34 am
Forum: Artificial Intelligence
Topic: Collision bugs?
Replies: 3
Views: 5083

I see your point here, but the zombie's AI is waypoint based, using the A* pathfinding algorithm, so I could just use waypoints instead of triggers, I'll toy around with this and see what results I get :)
by blubswillrule
Sat Jun 11, 2011 12:00 am
Forum: Artificial Intelligence
Topic: Collision bugs?
Replies: 3
Views: 5083

Collision bugs?

I'm trying to get zombies to climb walls in Nazi Zombies Portable, but for some reason they won't detect collision. I'm using setorigin to move them up a bit every frame if the conditions are right and they are touching a certain brush, but I've added a trigger at the top of the wall to climb, which...
by blubswillrule
Sat Jun 04, 2011 5:51 pm
Forum: QuakeC Programming
Topic: Turn players view toward an entity
Replies: 7
Views: 5266

However sometimes there is something better in front of you to aim at than your last target :P

but yeah, I get what you're saying ;)
by blubswillrule
Sat Jun 04, 2011 4:33 am
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6066406

Looks awesome :D although the flatness of the buildings hurt my eyes... that is, until I saw... 7UP MACHINE, AWWW YEAH :D Added a little spice to our Snow maps, Snowballs: http://media.moddb.com/images/games/1/14/13985/dp000050.jpg nice :D idea: make it so you can look at the ground, and if it has a...
by blubswillrule
Sat Jun 04, 2011 2:06 am
Forum: QuakeC Programming
Topic: Turn players view toward an entity
Replies: 7
Views: 5266

sorry for reviving this thread, but it's never too late to help somebody out :) I don't know if you still want something like this, but I was able to get something to happen along the lines of aim assist, it seems a little buggy though, ont to mention it wont run on psp because of some WriteDest: No...
by blubswillrule
Mon May 16, 2011 10:28 pm
Forum: Artificial Intelligence
Topic: Runaway loop error annoyance...
Replies: 12
Views: 8823

yeah, I couldn't get thinks to work for the life of me, haha, the hardest part was getting the ai to recognize where it left off...

but anyways, raising the runaway loop counter to 1,000,000 worked :D

thanks guys!
by blubswillrule
Sun May 15, 2011 4:21 am
Forum: Artificial Intelligence
Topic: Runaway loop error annoyance...
Replies: 12
Views: 8823

would bumping it up cause any undesired results?

Since nothing else causes a runaway loop error, they'll stop way before going too high up the count... so the only function to go up that high would be these.
by blubswillrule
Sun May 15, 2011 1:02 am
Forum: Artificial Intelligence
Topic: Runaway loop error annoyance...
Replies: 12
Views: 8823

Well guys, I've hit a brick wall with this... yet again, I now understand that I get this because of everything going on at once, and heres the details... average number of waypoints in a map ~ 60 find_open is in another while statement. (this while statement varies on how much it runs, the ideal te...
by blubswillrule
Mon May 09, 2011 9:39 pm
Forum: Artificial Intelligence
Topic: Runaway loop error annoyance...
Replies: 12
Views: 8823

I tried using a local float, but it still gets the runaway loop error What is realy interesting is how can it get a runaway loop error if it should only run 300 times then stop. (it technically should only run like 60 times, that's the average amount of waypoints on a map) Also, as for findradius......
by blubswillrule
Sun May 08, 2011 9:42 pm
Forum: Artificial Intelligence
Topic: Runaway loop error annoyance...
Replies: 12
Views: 8823

Runaway loop error annoyance...

Hey guys, I've been' having this major problem with my ai for a mod of mine, and I cannot figure out what is wrong for the life of me! The ai is basically following the AStar algorithm for pathfinding (in case anyone here knows about it) The function looks for waypoint with a .link of "OPEN&quo...
by blubswillrule
Sun May 08, 2011 8:33 pm
Forum: General Discussion
Topic: Floating effect!
Replies: 5
Views: 1678

no, It does not use dp extensions.
by blubswillrule
Sun May 08, 2011 6:44 pm
Forum: General Discussion
Topic: Floating effect!
Replies: 5
Views: 1678

well, setsize is already called after setmodel, also, the viewoffset is the same (the same progs.dat)
by blubswillrule
Sun May 08, 2011 10:30 am
Forum: General Discussion
Topic: Floating effect!
Replies: 5
Views: 1678

Floating effect!

I'm not really sure if anyone else has noticed this, but in ProQuake psp, there seems to be an issue with models, or bounding boxes, or something of the sort, "floating" in mid air. (the player camera also being a little high, though I'm not sure the engine is at fault for this though) The...
by blubswillrule
Fri May 06, 2011 7:37 am
Forum: General Discussion
Topic: Online custom skins?
Replies: 4
Views: 1385

So I'm guessing quakeworld has something like this? haha