DieHard Wolfers Forum Index DieHard Wolfers
A Wolfenstein 3d Fan Community


  Hosted by: MCS & Areyep.com - Designed by: BrotherTank

Original Yahoo Forum - Die Hard Archives

AReyeP HomepageAreyep Homepage DieHard Wolfenstein BunkerDieHard Wolfenstein Bunker Log inLog in RegisterRegister Banlist FAQFAQ Search ForumsSearch

  Username:    Password:      Remember me       

Moving guards that work!
Page 1 of 1
DieHard Wolfers Forum Index -> Mapping Mania View Previous TopicRefresh this PageAdd Topic to your Browser FavoritesSearch ForumsPrint this TopicE-mail TopicGoto Page BottomView Next Topic
Post new topicReply to topic
Author Message
Barry
DieHard Officer
DieHard Officer


Joined: 27 Aug 2008
Last Visit: 14 Dec 2018

Topics: 64
Posts: 563

blank.gif

PostPosted: Thu Aug 28, 2008 7:09 pm
   Subject: Moving guards that work!
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Next PostGoto Bottom of Posts

I am having trouble placing moving guards. Say I place a number of guards to circle a room or area, and the turns are placed appropriately so they all walk fine...for a while. No matter what I do, all my guards eventually end up bunched up together. This is why in my earlier add-ons, I refrained from using moving guards for the most part, but I am out to change that for this time as moving guards can add a lot to the atmosphere. Can somebody help?
Tricob
Moderator
<B>Moderator</B>


Joined: 14 Mar 2005
Last Visit: 03 Dec 2019

Topics: 167
Posts: 8475
Location: Neo-traditions, Inc.
usa.gif

PostPosted: Thu Aug 28, 2008 7:25 pm
   Subject: Re: Moving guards that work!
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

The problem you describe is called the "Gliding Guards Bug", which Chris has posted a bugfix for in these forums. You'll always have to keep the guards at least two squares apart though, to allow for turns and opening doors.
Thomas
Mapping Master
Mapping Master


Joined: 23 Nov 2004
Last Visit: 0:39 ago.

Topics: 165
Posts: 5204

denmark.gif

PostPosted: Fri Aug 29, 2008 12:25 am
   Subject: Re: Moving guards that work!
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

.....


Last edited by Thomas on Mon May 30, 2011 1:36 am; edited 1 time in total
Dean
Moderator
<B>Moderator</B>


Joined: 10 Jan 2006
Last Visit: 11 Jul 2019

Topics: 54
Posts: 2211
Location: Australia
australia.gif

PostPosted: Fri Aug 29, 2008 3:53 pm
   Subject: Re: Moving guards that work!
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

Thats strange, I had guards walking next to each other in both the same and opposite directions in a number of places in EFCH and in all the testing that was done this never came up once.. hmmm.

I remember in one of AReyeP's MMC levels he had like 6 SS guards walking next to each other and that never happened either.

I think as long as you aren't crossing paths then I can't see why this causes a problem.

_________________
... Still alive Razz
Tricob
Moderator
<B>Moderator</B>


Joined: 14 Mar 2005
Last Visit: 03 Dec 2019

Topics: 167
Posts: 8475
Location: Neo-traditions, Inc.
usa.gif

PostPosted: Fri Aug 29, 2008 4:37 pm
   Subject: Re: Moving guards that work!
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

When you have them right next to each other, I believe that they fall one square behind each other when the one in front turns. If you lay it out right, their "falling behind" doesn't cause a problem.

As for the "gliding guard" problem, it appears at random. If I remember the numbers correctly, the code chooses a random number between 1 and 22, when it should be Zero to 21. When it gets a random number it shouldn't, the moving guard turns into a "gliding guard", which moves twice as fast as the others of the same type. His extra speed also makes his animation cease, hence the name "gliding guard". He quickly overtakes the others in the path, until he stops moving altogether. Then when he stops moving, the other guards in the moving loop soon line up against him, one right after another, all trying to move, and being unable to do so. You'll notice that whenever they're all lined up against each other, the one in front is never animated. Now you know why. Smile

Note that if you've first started to play a map, the guards haven't "lined up" yet. It takes a minute or so before the "gliding guard" bug becomes a problem for the other "movers", and some maps the bug doesn't occur at all, especially if there are few moving guards altogether.
Thomas
Mapping Master
Mapping Master


Joined: 23 Nov 2004
Last Visit: 0:39 ago.

Topics: 165
Posts: 5204

denmark.gif

PostPosted: Sat Aug 30, 2008 10:07 am
   Subject: Re: Moving guards that work!
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

.....


Last edited by Thomas on Mon May 30, 2011 1:37 am; edited 1 time in total
Tricob
Moderator
<B>Moderator</B>


Joined: 14 Mar 2005
Last Visit: 03 Dec 2019

Topics: 167
Posts: 8475
Location: Neo-traditions, Inc.
usa.gif

PostPosted: Sat Aug 30, 2008 6:26 pm
   Subject: Re: Moving guards that work!
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Bottom of Posts

I think only the Mutants and Brown Guards share the same speed. Strangely, the enemy's overall physical speed doesn't decrease or increase the speed in which it goes from one firing frame to the next (It just seems like it). Note how - if you take away the "reloading" frame from the SS - he fires the same exact speed as the Mutants.
Display posts from previous:   
Post new topicReply to topic Time synchronized with the forum server time
DieHard Wolfers Forum Index -> Mapping Mania View Previous TopicRefresh this PageAdd Topic to your Browser FavoritesSearch ForumsPrint this TopicE-mail TopicGoto Page TopView Next Topic
Page 1 of 1
Jump to:  

Related topics
 Topics   Replies   Views   Last Post 
No new posts TGOEL Wants you, to help with mapping!
Author: Metal Overlord
10 3400 Tue Jan 18, 2005 7:37 am
Metal Overlord View latest post
No new posts mapping help for Die Hard Wolfer's TC needed
Author: Ringman
16 5060 Sun Aug 01, 2004 6:53 pm
Ringman View latest post
No new posts n00b needs help!
Author: Guest
7 143 Thu Sep 25, 2003 1:51 am
Chris View latest post
No new posts Mapping help
Author: wolf3dbreaker
1 1583 Thu Jul 24, 2003 10:53 am
Adhesive_Boy View latest post
No new posts Level help!
Author: Guest
8 140 Fri Mar 28, 2003 3:17 pm
Guest View latest post
 
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
   You cannot delete your posts in this forum
You cannot vote in polls in this forum


Copyright ©2003-2008 DieHard Wolfers
A Modified subBunker Theme by BrotherTank
Powered by phpBB © 2001, 2005 phpBB Group