Fallen+Keeper on 2/5/2005 at 12:19
Guys, I've got here a box of excellent wine for all of you, once this project is done :thumb: :cheeky:
Maximius on 2/5/2005 at 12:41
Quote Posted by Crispy
No more magic rune blasters. ;)
Huzzah! Now if someone could tone down Garretts Gloves of Effortless, Lightning Fast, Super Gecko Sticky Climbing gloves I would be a happy taffer. Spider Man would die of envy if he saw those gloves. I've taken to holding down the creep key as I climb to make it appear more realistic. Its still a bit too fast, probably half the fps of creep would be great, but what can I do? :tsktsk:
thestemmer on 2/5/2005 at 16:21
I like my gecko gloves. :D The only thing I would change is sticking a few more bowmen around to be able to shoot me down.
ZylonBane on 2/5/2005 at 17:07
Quote Posted by Maximius
Its still a bit too fast, probably half the fps of creep would be great, but what can I do?
Why the fracking frell would you want to cut your frame rate in half? :weird:
Maximius on 2/5/2005 at 17:43
Doh, I was referring to Feet Per Second, not Frames Per Second. Sorry
Maximius on 2/5/2005 at 17:47
Quote Posted by thestemmer
I like my gecko gloves. :D The only thing I would change is sticking a few more bowmen around to be able to shoot me down.
They had better be fast bowmen, at the rate Garrett can climb with those gloves you would need AR-15 to take him down.
I like the climbing gloves a LOT, I think they are a great addition to Garretts climbing toolkit. I just think being able to climb a wall as quickly as you walk is a little out of control. Wall and rock climbing is a slow business, I think adjusting the speed of the ability would inject more realism.
Bumbleson on 2/5/2005 at 21:09
Quote Posted by Crispy
As to getting them to move to Garrett, I'd be interested to hear your idea...
Ok, here's a rough draft:
1) When an assassin has seen Garrett, he sets a global flag to "TRUE"
2) Scripts on all assassins and on player check flag
3) Player script makes him spawn some kind of marker at his location and clears the flag (maybe after a couple of seconds to give the other enforcers time to react on the signal first). This way the Enforcers will run to the marker instead of following Garrett, so he has a chance to flee. Marker has to be deleted after a time, maybe by a limited lifetime. No idea yet how to prevent more than one marker from being spawned. Probably by linking to Garrett and having his script delete possible old markers before spawning a new one.
4) Assassin script makes him run to the marker and then puts him on high alert.
A method like this would avoid having to link to all assassins (especially difficult when spawning new ones during the game).
Beware, this is just a rough idea. It might turn out to be total crap. :p You have been warned ;)
Orkin Man on 2/5/2005 at 21:38
I'm not sure about this, but would the action "Send trigger message < String >", and the condition "Receive trigger message < String >" help out here (not sure if the names are correct, I'm typing from memory)?
From what I could tell by looking at the existing scripts, trigger messages are sent globally, so an assassin could send a "PlayerSeen" trigger message, which all assassins are set to respond to by raising their alert level and going to the player's current position.
I haven't tested anything like this, so I'm not sure if it would work. Just an idea...
Bumbleson on 2/5/2005 at 21:45
Are you sure these messages are sent globally? I believe you need TriggerScript link(s) pointing to the target(s) in order to transmit them, but I haven't checked that.
Orkin Man on 2/5/2005 at 22:04
I'm probably wrong, but that's the impression I got while looking through scripts at 2:00 AM last night...