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10.08.2015 03:18 Guest
Although it's fun, it looks this way:

character.play_animation ("ALTER_EGO", "CM_NPC_STEHEN_FAHRRAD_STRAMPELN_START");
character.play_animation ("ALTER_EGO", "CM_NPC_STEHEN_FAHRRAD_STRAMPELN_LOOP");
character.play_animation ("ALTER_EGO", "CM_NPC_STEHEN_FAHRRAD_STRAMPELN_LOOP");
character.play_animation ("ALTER_EGO", "CM_NPC_STEHEN_FAHRRAD_STRAMPELN_LOOP");
character.play_animation ("ALTER_EGO", "CM_NPC_STEHEN_FAHRRAD_STRAMPELN_ENDE");
10.08.2015 03:12 Guest
Enter the console:

character.play_animation ("ALTER_EGO", "CM_NPC_STEHEN_FAHRRAD_STRAMPELN_LOOP")

I understand that in addition to the bike you can draw and large, according to the animation.
10.08.2015 12:20 Guest
Just based on the grid control points and positioning IFF have ideas, raking opponents in heaps or scattered over the area. It's a theory that maybe easy but a chore to implement.
Sergey A. Zhukov, answer to: Guest
Theoretically, if the grid manually to describe each card, I think something can be done. To control the opponent during the fight, you can do it temporarily neutral, to change the position that it does not respond to the soldiers, then back to do the enemy. Or something like that. But I'm afraid it is really very difficult and long. Although, as the practice of the game Counter Strike - hand writing up the card the most effective way.
10.08.2015 12:15 Guest
> And here's behavior during combat, etc. do not turn out. I could be wrong.

If my memory serves me - there is a check whether the goal is killed, the definition of the enemy, and something else. What do you think, on the basis of whether it is possible to make the type of checking the health of the enemy unit and in the critical case to hide his hiding place. Make a miscalculation of the distance and the movement of which it seems to me possible, the question of how to find shelter. Ideas are but dreary. For example, for each card to make a grid of cards shelters (in the blog I posted a sketch of how to plan to do sets, too, on the basis of the grid), a chore that each shelter will have to register manually. Search to it on the basis of the current position and search for the nearest - it seems to me the algorithm can sguglit. But if not that, someone on the topic pozilsya dynamic search of shelters?
08.08.2015 06:20 Guest
and another question. Video
rummaged through nearly all the resources I did not understand ... and where the bike was lying? Who-thread tried to enter it into the game?
Sergey A. Zhukov, answer to: Guest
I do not remember this animation in the game. I suspect it's working papers.
BrainRipper, answer to: Sergey A. Zhukov
08.08.2015 05:59 Guest
Somebody tried progat AI opponents?
Sergey A. Zhukov, answer to: Guest
As far as I am aware, AI is wired into the core of the game and can not be edited in scripts. All that is available - it is an indication of an enemy who is who, and who is a friend. As well as the schedule moves, actions, etc. But the behavior during combat, etc. do not turn out. I could be wrong.
Development by Sergey A.Zhukov 2007-2012