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       

allied soldiers
Page 2 of 2 Goto page Previous  1, 2
DieHard Wolfers Forum Index -> Feature Fanatics 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
Ringman
DieHard Wolfer
DieHard Wolfer


Joined: 31 Jul 2003
Last Visit: 19 Mar 2018

Topics: 55
Posts: 1170
Location: up my nose
usa.gif

PostPosted: Thu Aug 26, 2004 11:19 am
   Subject: Re: allied soldiers
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Next PostGoto Bottom of Posts

Ok, here's a simplified idea, but if I wasn't so busy with school lately I'd do it and give it a tutorial, but here goes... Ok, first take your dog enemy (it would probably be be better to use a ghost to start with, but oh well.) Knock out the part where it calles the T_Bite, now make a new script for it to call instead. The script checks to see if the player has been shot, if not it does nothing, whenever the player has been shot, it checks for the enemy that shot the player, then continues to shoot at that enemy, and face in his direction until the enemy is dead and ignore all shots to the player while running this. So, whenever the player gets shot the bot retaliates.

The problem here is that the enemies will never shoot at the guard, but it would work the same way as stated before, the guard gets shot by bot and continues to shoot that bot until he's dead or the guard dies. However, if you had more than one bot, this may become a problem if they both shoot one enemy at the same time (which they will) unless you put a slight time delay on each bot that differs.

Hope that helps spark an idea.

_________________
One day I saw upon a stair a little man who wasn't there. He wasn't there again today. My gosh I'd wish he'd go away.
lucky_foot
Don't Hurt Me
Don't Hurt Me


Joined: 05 Nov 2004
Last Visit: 19 Sep 2010

Topics: 13
Posts: 69
Location: Pennsylvania
usa.gif

PostPosted: Sat Nov 06, 2004 9:54 am
   Subject: Re: allied soldiers
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

Well, Here is an idea, but my knowledge of C and C++ are so limited that it maybe impossible, but could you make a marker tag so that when you rescue and free a hostage that he automatically makes his way to that location and waits there.

it would give the look of when you open the cell door he'll run off and take off down the hallway while you go to another cell.

If you were really good (and if it is possible) that every dead hostage you loose like 25% of your score or something.

_________________
JonathanS
Lucky foot Productions

www.luckyfootproductions.jtworld.net
andy3012
DieHard Guard
DieHard Guard


Joined: 02 Jul 2004
Last Visit: 15 Feb 2008

Topics: 29
Posts: 292
Location: England
uk.gif

PostPosted: Thu Apr 07, 2005 3:27 pm
   Subject: Re: allied soldiers
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

I know this is sort of an old topic but i had an idea, seeing as i've been working alot with Quake, I have gathered a few ideas, I don't know if this will work but you can try.
This is where i get my idea from just so you know perhaps it could help a few of you although its quake C, its not far off from C.

http://www.planetquake.com/minion/tutorial/tutor8.htm

Ok, well im guessing that to get this to work with wolfenstein 3D, you would need to make a new flag
::: CODE :::
FL_Enemy

add it to wl_act2.c (I think where all the enemies are) I think i know where to put it. but im sure you guys will most probably know.

Than create an enemy, and instead of him searching for you, make him search for the enemy i.e FL_Enemy. Which is the flag.

Perhaps some of you better coders should give this a try. Unless CodeTech posts his tutorial on this im guessin we'll have to do this on our own.
Tricob
Moderator
<B>Moderator</B>


Joined: 14 Mar 2005
Last Visit: 13:25 ago.

Topics: 163
Posts: 8146
Location: Neo-traditions, Inc.
usa.gif

PostPosted: Thu Apr 07, 2005 8:19 pm
   Subject: Re: allied soldiers
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

lucky_foot wrote:
Well, Here is an idea, but my knowledge of C and C++ are so limited that it maybe impossible, but could you make a marker tag so that when you rescue and free a hostage that he automatically makes his way to that location and waits there.

I think the simplest way to do it would be by the "idiot guide" - that is, have "Guide Arrows" in the Objects List that tell the hostage what direction he should go to get to the Marker area. Moving actors don't work much differently.
wolf3dbreaker
I am Death Incarnate
I am Death Incarnate


Joined: 09 Jun 2003
Last Visit: 29 Sep 2009

Topics: 31
Posts: 196
Location: Philippines
philippines.gif

PostPosted: Thu Apr 07, 2005 8:35 pm
   Subject: Re: allied soldiers
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

lucky_foot wrote:
Well, Here is an idea, but my knowledge of C and C++ are so limited that it maybe impossible, but could you make a marker tag so that when you rescue and free a hostage that he automatically makes his way to that location and waits there.

it would give the look of when you open the cell door he'll run off and take off down the hallway while you go to another cell.

If you were really good (and if it is possible) that every dead hostage you loose like 25% of your score or something.


Hey! I remembered doing this once but it was a sloppy code. I'll see if I could dig the code up.

_________________
Gone from the community for a while. Will be back on July
Jaapio
Can I Play Daddy
Can I Play Daddy


Joined: 26 Nov 2005
Last Visit: 11 Feb 2009

Topics: 4
Posts: 32

blank.gif

PostPosted: Sat Nov 26, 2005 2:09 am
   Subject: Re: allied soldiers
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

I am working on friendly fire. But it still has some bugs. Some times actors shoot out of their back (:S ) and kill the actor behind them....
Codetech84
Code Master
Code Master


Joined: 12 Mar 2003
Last Visit: 01 Apr 2018

Topics: 22
Posts: 1283
Location: Rauma - Finland
finland.gif

PostPosted: Sat Nov 26, 2005 3:27 am
   Subject: Re: allied soldiers
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

Haven't you guys done this one yet, just look how the enemies look and shoot at the player. 'objtype *player' the player is a pointer to the player actor and I don't mean that you should change this to point to another actor, the trick is you create a pointer to actors target and point that to the player or any actor. Then you change the chase, sight and attack functions accordingly.

The tricky part is that you can't save these pointers in the savegame, it wouldn't work when the game is loaded. You would have to create some kind of identifier number or something, or use the tilex tiley values to look for the target after loadgame.

Pointers can be a pain in savegames but they do make the programming a lot easier... Mr Green

_________________
Click here to visit KFH Games website!
*UPDATED* Spear of Destiny Reloaded
KFH Games on Facebook
Jaapio
Can I Play Daddy
Can I Play Daddy


Joined: 26 Nov 2005
Last Visit: 11 Feb 2009

Topics: 4
Posts: 32

blank.gif

PostPosted: Sat Nov 26, 2005 5:45 am
   Subject: Re: allied soldiers
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

That is kind of what I did for the friendly fire. I took the shoot code of the player put it in the shoot code of the enemys. Make a new CheckLine function (Why cant I overload??) that checks between two objects instead of an object and the player. But this does not seem to include the direction in which the actor is facing.
Jaapio
Can I Play Daddy
Can I Play Daddy


Joined: 26 Nov 2005
Last Visit: 11 Feb 2009

Topics: 4
Posts: 32

blank.gif

PostPosted: Tue Nov 29, 2005 11:52 am
   Subject: Re: allied soldiers
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

You dont realy need to store anything special for your helper just make it folow you and "scan" for enemey's (ID way of spelling it:P) in shoot range and let it attack/shoot what ever you like you could even make them scream "CHARLIE'S OVER THERE!!!!".
Codetech84
Code Master
Code Master


Joined: 12 Mar 2003
Last Visit: 01 Apr 2018

Topics: 22
Posts: 1283
Location: Rauma - Finland
finland.gif

PostPosted: Fri Dec 02, 2005 2:13 pm
   Subject: Re: allied soldiers
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

Well for a simplified system, maybe not. For a "Doom kind of" system it's necessary. We even need to mark the projectiles to know from who they came from. The ID can just be a running number assigned when actor is spawned. By the way no need to use player shoot functions, use T_Shoot.

_________________
Click here to visit KFH Games website!
*UPDATED* Spear of Destiny Reloaded
KFH Games on Facebook
Jaapio
Can I Play Daddy
Can I Play Daddy


Joined: 26 Nov 2005
Last Visit: 11 Feb 2009

Topics: 4
Posts: 32

blank.gif

PostPosted: Fri Dec 02, 2005 3:54 pm
   Subject: Re: allied soldiers
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

I did not say to directly use use the player shoot code you can use it as a base to build the ff code of on in the T_Shoot function.
Codetech84
Code Master
Code Master


Joined: 12 Mar 2003
Last Visit: 01 Apr 2018

Topics: 22
Posts: 1283
Location: Rauma - Finland
finland.gif

PostPosted: Fri Dec 16, 2005 2:15 pm
   Subject: Re: allied soldiers
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

There's really no need for that, you obviously didn't understand what I said.

_________________
Click here to visit KFH Games website!
*UPDATED* Spear of Destiny Reloaded
KFH Games on Facebook
Zombie_Plan
DieHard Wolfer
DieHard Wolfer


Joined: 12 Oct 2004
Last Visit: 07 Jun 2016

Topics: 101
Posts: 1614
Location: A hole in the wall
australia.gif

PostPosted: Mon May 29, 2006 6:31 pm
   Subject: Re: allied soldiers
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

3 years, any progress?

_________________
Zombieskittles

Welcome to 2016, where DHW still thinks it is okay to ban the world's most popular email service provider, and I can't have an avatar over 10kb
ronwolf1705
Moderator
<B>Moderator</B>


Joined: 31 Jul 2006
Last Visit: 0:37 ago.

Topics: 72
Posts: 3750

blank.gif

PostPosted: Mon Jul 31, 2006 1:52 pm
   Subject: Re: allied soldiers
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

Why not create something like the mutants shoot you and all the other guards ss etc, and the guards etc. shoot you and the mutants?
Jaapio
Can I Play Daddy
Can I Play Daddy


Joined: 26 Nov 2005
Last Visit: 11 Feb 2009

Topics: 4
Posts: 32

blank.gif

PostPosted: Tue Jul 03, 2007 2:05 am
   Subject: Re: allied soldiers
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

Deathwish wrote:
3 years, any progress?

So your living in 2008? XD
Thomas
Mapping Master
Mapping Master


Joined: 23 Nov 2004
Last Visit: 15 Jun 2018

Topics: 186
Posts: 5211

denmark.gif

PostPosted: Wed Jul 04, 2007 1:54 pm
   Subject: Re: allied soldiers
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

.....


Last edited by Thomas on Sun May 29, 2011 11:46 am; edited 1 time in total
Matthew
DieHard SS
DieHard SS


Joined: 02 Jul 2007
Last Visit: 13 Jun 2018

Topics: 93
Posts: 467

usa.gif

PostPosted: Sun Aug 19, 2007 12:24 pm
   Subject: Re: allied soldiers
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

In TTFSE, I have put "friendly creatures" with the Pac-Man ghost AI. If you touch them, they give you health recharge -- unlimited. But watch out, you'd better try to keep these creatures hidden, because if enemies ever see any of them, the enemies will become mad and initiate a disaster sequence! (Including a "lockdown", in which the player can't open ANY doors.)
thellt
Bring 'em On
Bring 'em On


Joined: 21 Jan 2008
Last Visit: 12 May 2009

Topics: 11
Posts: 85
Location: bloodgulch
usa.gif

PostPosted: Wed Jan 30, 2008 10:17 am
   Subject: allied soldiers
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

i would love to include it in helt3d! (that is my tc in progress! ) let me
know when it is ready. i would like it too! Very Happy Laughing Exclamation Exclamation Thumbs Up Cool
thellt
Bring 'em On
Bring 'em On


Joined: 21 Jan 2008
Last Visit: 12 May 2009

Topics: 11
Posts: 85
Location: bloodgulch
usa.gif

PostPosted: Thu Jan 31, 2008 12:38 pm
   Subject: Re: allied soldiers
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

i would like having it too!

( Surprised uuuh did not see last page icon.. still new... erase these and all of the other messages on this topic with the exception of the first one..... Shocked Shocked Shocked ) Crying or Very sad


Last edited by thellt on Tue Mar 11, 2008 2:04 pm; edited 1 time in total
TheTalentedMrLeo
Forum Administrator
<B>Forum Administrator</B>


Joined: 14 Mar 2003
Last Visit: 16 Jun 2018

Topics: 36
Posts: 679
Location: Sometimes in Canada
usa.gif

PostPosted: Fri Feb 01, 2008 3:32 pm
   Subject: Re: allied soldiers
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

Thelt, please stop double posting and resurrecting dead threads. If you need to make a correction, use the button on the top, right-hand side of your post.

Leo
Forum Moderator.
thellt
Bring 'em On
Bring 'em On


Joined: 21 Jan 2008
Last Visit: 12 May 2009

Topics: 11
Posts: 85
Location: bloodgulch
usa.gif

PostPosted: Wed Feb 06, 2008 12:22 pm
   Subject: Re: allied soldiers
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

pm me too! i would love to include this in helt3d or some other project

(sorry duble post... delete this message... its march 11 and i JUST found this...

_________________
}{even or }{ellt?

look for helt3d
Duartuss
Don't Hurt Me
Don't Hurt Me


Joined: 15 Jul 2008
Last Visit: 12 Nov 2012

Topics: 6
Posts: 55

poland.gif

PostPosted: Thu Sep 04, 2008 10:26 am
   Subject: Re: allied soldiers
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Bottom of Posts

Hmmm... yeah, coll idea. But I think that they shouldn't follow you, because... they can block you sometimes! And then you have to kill him... the better idea will be, for example, making them move on the previously made path just when they have seen the player. And when paths leads to exit of the level, the player willn't have any problem with finding the end of the level (I've oftenly got problems with that - it's mainly reason why i haven't ended a lots of TC's that i have played Sad ) !

And "allied soldiers" will have to be attacked by enemies. Otherwise, what fun comes from coming with bodyguards like that???

_________________
Empire of Chaos... That game will shock you all, folks!
Progress: about 30%
- - - - -
Check out this blog about Wolfenstein TC's , guys!
http://wolfever.blogspot.com/
Display posts from previous:   
Post new topicReply to topic Time synchronized with the forum server time
DieHard Wolfers Forum Index -> Feature Fanatics View Previous TopicRefresh this PageAdd Topic to your Browser FavoritesSearch ForumsPrint this TopicE-mail TopicGoto Page TopView Next Topic
Page 2 of 2 Goto page Previous  1, 2
Jump to:  

Related topics
 Topics   Replies   Views   Last Post 
No new posts [idea] it would be awsome to have wolf 3d to.....
Author: jasonbay
7 2385 Sun Mar 30, 2008 2:47 am
mbender View latest post
No new posts {idea} permanate armor with sheilds (halolike)
Author: thellt
5 1765 Thu Mar 13, 2008 8:21 am
thellt View latest post
No new posts [idea] Sniper Mode for Wolf3d
Author: MAREK17
3 112 Wed Aug 29, 2007 6:47 pm
BrotherTank View latest post
No new posts Ca-razy idea
Author: Thomas
6 1419 Sat Jun 03, 2006 11:26 am
lwmxynedtodth View latest post
No new posts Gun Change bob
Author: Xarkon
18 2986 Thu Mar 31, 2005 8:07 am
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