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[Help] Reinforcments like in EOD
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PostPosted: Sun Jan 30, 2005 4:20 am
   Subject: [Help] Reinforcments like in EOD
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Does anyone have a way to make reinforcements like in EOD?

I kind a know how to do this but the game often bombs out with my code.
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PostPosted: Sun Jan 30, 2005 5:31 am
   Subject: Re: [Help] Reinforcments like in EOD
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From what I experienced in EoD, the reinforcements come in the same room you are in, when you get past a certain room, or when you pick up a certain object, just then the game triggers (when object picked up/player gone through something) a special event that spawns more enemies.

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PostPosted: Sun Jan 30, 2005 6:20 am
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Yes that`s what i did. But does someone have the actual code?
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PostPosted: Sun Jan 30, 2005 11:04 pm
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Quick! Call the BrotherTank Hotline at 555-BTKNOWSALL .

Or how about MCS? He did it, so it's something he could share, should he want to...

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PostPosted: Mon Jan 31, 2005 8:37 am
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Yeah BT could do it. Mcs did it too. But its up to them to release the code.
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PostPosted: Mon Jan 31, 2005 10:37 am
   Subject: Re: [Help] Reinforcments like in EOD
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For the record, MCS did it. I have not coded this feature to this date (I could but haven't).

For the code... think respawn enemies.

If you want to code it yourself, look into the code for "End of game trigger" or "End Level Trigger". In this case you will want the game to Spawn new enemies at specific places based on the player hitting this trigger. Ie... player hits point x,y on the map... and it spawns new enemies at x1, y1 on the map - putting them into alert/chase mode. So you will need a trigger spot define and a spawn spot define (for that I would look at MCS's warp tutorial).

Hope that helps...

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PostPosted: Tue Feb 01, 2005 6:13 am
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BT`s post gave me an idea. Maybe i`ll send the developed code this evening. Using AdamBisers Tutorial on creating an end level object.
Define 2 new objects in wl_def. One could be TILETRIGGER and one could be SECONDSPAWN.

Now somewhere in WL_GAme.c add extern int spx,spy. Then when he tells the code what to do when you get it. After the if statement don`t add what he sais but add this:

SpawnPatrol(tile-120,spx,spy). 120 is the number in the ScaneInfoPlane that refers to the brown guard. (I think it is but you should look just in case). This would Spawn the guard there.
This is only a little instruction on how to do this. Try to use this to develop the code.

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PostPosted: Tue Feb 01, 2005 11:16 am
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Ok i didn`t get the code. I don`t know why but my game went all berserk and even after i shut down and restarted the project it still was berserk.

Maybe i`ll try again. Evil or Very Mad .

This is so tricky.
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