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Erratic tanks...

Posted: Thu May 13, 2004 10:50 pm
by blue60007
OK I have two tanks in my map and I have waypoints set up correctly to make a path so they can drive to the ending waypoint. For the first tank I have:

$tank1 drive $t97

$t97 is the first waypoint heading to the last waypoint.

Well the tanks follow the path fine, but when it comes to stop they play the shutdown sound, but they keep on cruising down the street until the crash into something. What do I need to make them stop? I think I should equip them with brakes :wink: ...

Posted: Fri May 14, 2004 12:46 am
by blue60007
OK :D Nevermind I got them stopping!! :D

What I did was make a trigger_vehicle and once they triggerd that I used the stop command. :wink:

Now the real question is what is the simpilest way to make the tank shoot at the player.

Can I just do this:


level.playertanktarget = $player

I'll try it.

driver

Posted: Fri May 14, 2004 3:42 am
by tltrude
I'm no expert, but I think the turet needs an AI gunner that can see and hear.

Posted: Sat May 15, 2004 3:18 am
by blue60007
Thanks, that's a start...

I should break down the tuts and stock maps and try and figure it out.

Posted: Sat May 15, 2004 8:25 pm
by lizardkid
i was about to suggest that m8, try m3l2 or something like that. abandoned city, Ramsey with you and two paratroopers, tank blows path through wall for you guys. try that.
i'm too lazy to look at it right now.... :)

Posted: Sat May 15, 2004 8:27 pm
by blue60007
Will do...

Posted: Sat May 15, 2004 8:43 pm
by blue60007
Alright I now have the tanks shooting!! It is done like so:

Code: Select all


$tank1 thread tank1target

tank1target:

if (isalive self)
	{
		self fullstop
		local.gun = self QueryTurretSlotEntity 0
		local.gun setAimTarget $player
 		local.gun waittill ontarget
		wait 2
		if (isalive self)
		{
			local.gun startfiring // FIRE AWAY!!
			
		}
	}

end

Posted: Sun May 16, 2004 3:29 pm
by small_sumo
My levels have the source and have shooting tanks. spr and abtf.

Try those.

Posted: Sun May 16, 2004 5:51 pm
by lizardkid
small_sumo wrote:My levels have the source and have shooting tanks. spr and abtf.
gezundeict. (ges uhn tight) (waay spelled wrong)

so uh Sumo? gonna try English language sometime?

Posted: Sun May 16, 2004 9:20 pm
by blue60007
small_sumo wrote:My levels have the source and have shooting tanks. spr and abtf.

Try those.
Well this works fine:

Code: Select all

$tank1 thread tank1target 

tank1target: 

if (isalive self) 
   { 
      self fullstop 
      local.gun = self QueryTurretSlotEntity 0 
      local.gun setAimTarget $player 
       local.gun waittill ontarget 
      wait 2 
      if (isalive self) 
      { 
         local.gun startfiring // FIRE AWAY!! 
          
      } 
   } 

end
Yeah what does 'spr and abft mean?

Adios!

Posted: Sun May 16, 2004 11:48 pm
by lizardkid
well, i just got .spr, sprite image, 2d drawing hat can be done in Paint. (funfunfun), older games, like, before 3d came out, used them. think pac-man. he was a sprite and everythnig else was too.

abtf?

Posted: Mon May 17, 2004 12:12 am
by blue60007
Ah, basically sprites are like alpha textures, no?

Posted: Mon May 17, 2004 12:16 am
by lizardkid
uh, sure!! :wink:

flat 2d images, ever played Wolfenstein or something like that 3d world with enemies that have images taht always look like they're turning at you? those are sprites.

check out the sams publishing game programming by Michael Morrison, great intro book. trouble is i have wrong compiler for it... :cry: :cry:

Posted: Mon May 17, 2004 12:25 am
by small_sumo
blue60007 wrote:
small_sumo wrote:My levels have the source and have shooting tanks. spr and abtf.

Try those.

Yeah what does 'spr and abft mean?

Adios!
spr = saving private ryan the final scene

abtf = a bridge too far

:shock:

Posted: Mon May 17, 2004 12:27 am
by lizardkid
you improved those right?

no wait, you made a enemy at gates movie spinoff bot map right?

eag

hehee