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Guards and ammo
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Zombie_Plan
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PostPosted: Thu Nov 25, 2004 10:35 pm
   Subject: Guards and ammo
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I had this idea looking at andy's Enemies use other weapons post.

Is it possible to code a guard to have limited ammo, then use a knife until he picks up more ammo?

Might be a bit of work but it would add way more realism to the game if done.

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PostPosted: Fri Nov 26, 2004 7:30 am
   Subject: Re: Guards and ammo
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Deathshead wrote:
I had this idea looking at andy's Enemies use other weapons post.

Is it possible to code a guard to have limited ammo, then use a knife until he picks up more ammo?

Might be a bit of work but it would add way more realism to the game if done.


It is quite possible...

You would need to include a few more variables (at least two for each enemy - 1 for max ammo and 1 for ammo on hand) and also MCS's enemy bonus tutorial (slightly modified). The only problem that I actually see with this is that you are limited to a max of 400 static items on a map. Depending on the difficulty of the map, the player may run out of ammunition because the all the guards are using (picking) them up too.

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PostPosted: Fri Nov 26, 2004 8:03 am
   Subject: Re: Guards and ammo
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Well, if a guard will always drop the amount of ammo it has, then it shouldn't be a problem.
But then that goes into adding a new variable for the static object structure, and even a byte would gobble up 400 bytes of memory! However, if you've got the memory to spare...

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PostPosted: Fri Nov 26, 2004 10:24 am
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Dugtrio17 wrote:
Well, if a guard will always drop the amount of ammo it has, then it shouldn't be a problem.
But then that goes into adding a new variable for the static object structure, and even a byte would gobble up 400 bytes of memory! However, if you've got the memory to spare...


True... except that that would require a major rewrite of the bonus system as well. I've got plenty of memory to spare, so that's not a problem... but the logistics of it all hmmm... Something to contemplate a little more while I try and force part of Ripper's shading into Darkone's raycastor...

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PostPosted: Sat Nov 27, 2004 1:25 am
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If any of you accomplishes this (and shares it) I'd be forever grateful (I suck at coding and couldn't create new code if my life depended on it!)

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PostPosted: Sat Nov 27, 2004 4:48 am
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Hmmm, I always think this attitude Arrow Up is kind of sad. Editing the Wolfenstein 3d source code really doesn't require you to be a genius; in fact it requires only a really, really basic knowledge of C++ and you can do some cool things. You clearly have the imagination - which is more than half the work - now all you have to do is put in the effort of looking through the code and maybe reading a few tutorials. I guarantee if you stick with it you'll get the hang of it - I basically use about 3 statements (if, switch, and manipulating variables). Ask me to make a program from scratch and sorry... I'll just use QBasic, thanks!

Of course there are plenty of lovely people here who'll be willing to help, but I always think it feels so much better if you've done it all yourself. There's nothing quite like the satisfaction of having an idea, thinking about how it could be done and then actually getting it to work! Of course, if you do that you have to know what the code is doing, and what files do what thing... Razz

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PostPosted: Sun Nov 28, 2004 4:14 pm
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Hair Machine wrote:
Hmmm, I always think this attitude Arrow Up is kind of sad. Editing the Wolfenstein 3d source code really doesn't require you to be a genius; in fact it requires only a really, really basic knowledge of C++ and you can do some cool things. You clearly have the imagination - which is more than half the work - now all you have to do is put in the effort of looking through the code and maybe reading a few tutorials. I guarantee if you stick with it you'll get the hang of it - I basically use about 3 statements (if, switch, and manipulating variables). Ask me to make a program from scratch and sorry... I'll just use QBasic, thanks!

Of course there are plenty of lovely people here who'll be willing to help, but I always think it feels so much better if you've done it all yourself. There's nothing quite like the satisfaction of having an idea, thinking about how it could be done and then actually getting it to work! Of course, if you do that you have to know what the code is doing, and what files do what thing... Razz


It's rare to see truer words spoken in this forum.

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