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Barry
DieHard Officer


Joined: 27 Aug 2008
Last Visit: 14 Dec 2018
Topics: 64
Posts: 563

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Posted: Thu Aug 28, 2008 7:09 pm
Subject: Moving guards that work!
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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? |
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Tricob
Moderator

Joined: 14 Mar 2005
Last Visit: 4:19 ago.
Topics: 167
Posts: 8476
Location: Neo-traditions, Inc.

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Posted: Thu Aug 28, 2008 7:25 pm
Subject: Re: Moving guards that work!
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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. |
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Thomas
Mapping Master

Joined: 23 Nov 2004
Last Visit: 6:04 ago.
Topics: 165
Posts: 5204

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Posted: Fri Aug 29, 2008 12:25 am
Subject: Re: Moving guards that work!
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Last edited by Thomas on Mon May 30, 2011 1:36 am; edited 1 time in total
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Dean
Moderator

Joined: 10 Jan 2006
Last Visit: 11 Jul 2019
Topics: 54
Posts: 2211
Location: Australia

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Posted: Fri Aug 29, 2008 3:53 pm
Subject: Re: Moving guards that work!
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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. |
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Tricob
Moderator

Joined: 14 Mar 2005
Last Visit: 4:19 ago.
Topics: 167
Posts: 8476
Location: Neo-traditions, Inc.

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Posted: Fri Aug 29, 2008 4:37 pm
Subject: Re: Moving guards that work!
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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.
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. |
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Thomas
Mapping Master

Joined: 23 Nov 2004
Last Visit: 6:04 ago.
Topics: 165
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Posted: Sat Aug 30, 2008 10:07 am
Subject: Re: Moving guards that work!
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Last edited by Thomas on Mon May 30, 2011 1:37 am; edited 1 time in total
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Tricob
Moderator

Joined: 14 Mar 2005
Last Visit: 4:19 ago.
Topics: 167
Posts: 8476
Location: Neo-traditions, Inc.

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Posted: Sat Aug 30, 2008 6:26 pm
Subject: Re: Moving guards that work!
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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. |
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