View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
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0002520 | The Dark Mod | Coding | public | 08.01.2011 15:21 | 27.10.2011 05:16 |
Reporter | Springheel | Assigned To | greebo | ||
Priority | low | Severity | normal | Reproducibility | have not tried |
Status | closed | Resolution | fixed | ||
Product Version | TDM 1.03 | ||||
Target Version | TDM 1.04 | Fixed in Version | TDM 1.04 | ||
Summary | 0002520: Request: Random def_projectile | ||||
Description | Is it possible to treat def_projectiles the way animations work, allowing for several options and the engine picks randomly? For example: "def_projectile1" "rock" "def_projectile2" "knife" etc. Not a big deal, but it would be nice to allow characters to randomize what they throw, and for mages to 'cast' different kinds of spells. | ||||
Tags | No tags attached. | ||||
More difficult to do (probably) but more flexible would be to allow the animation to define the def_projectile it uses. That way a mage could have different animations that cast different projectiles, and the code would just pick randomly from the animation list as it currently does. Something like this: anim ranged_attack2 throw_knife.md5anim { frame 10 launch_missile atdm:knife_throwable LHand } |
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Looked briefly into it, unfortunately the projectile is choosen at spawntime of the entity that should fire it, not at fire time of the projectile. That means if you want to fire random projectiles, the AI either needs to defer the lookup of the projectile until it actually wants to use one, or store the entire list of possible projectile entities at spawn and later choose one at random. Allowing the animation to choose the projectile might also be possible, but haven't looked into that. |
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Hi Guys I did something like this in our mod. Basically we have only 1 magic weapon in the game and we replace the projectile def depending on what spell the player is firing. You just need to add some code in the weapon class to erase the projectile def dictionary and replace it with the information with the new def. Add some code to choose a random projectile from a list in any other def such as your AI dec and job done. I seem to remember we had some timing issues with the engine not loading the new def before various actions took place, but we found ways around it. I can send you some code snippets if you like. CHeers |
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Done, both: AI can randomly choose between multiple def_projectile spawnargs: "def_projectile" "atdm:projectile_broadhead" "def_projectile1" "atdm:projectile_winebottle" "def_projectile2" "atdm:projectile_waterarrow" a new framecommand is available to choose a specific def, this will override any def_projectile spawnargs for that animation. frame 10 create_missile_from_def atdm:projectile_firearrow LeftHand |
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@Solarsplace: sorry, saw your note too late. Thanks anyway for your offer. :) | |
Date Modified | Username | Field | Change |
---|---|---|---|
08.01.2011 15:21 | Springheel | New Issue | |
12.01.2011 13:59 | Springheel | Note Added: 0003443 | |
12.01.2011 14:00 | Springheel | Note Edited: 0003443 | |
22.01.2011 16:28 | tels | Note Added: 0003473 | |
26.01.2011 09:20 | solarsplace | Note Added: 0003487 | |
01.02.2011 19:44 | greebo | Assigned To | => greebo |
01.02.2011 19:44 | greebo | Status | new => assigned |
02.02.2011 07:31 | greebo | Product Version | => TDM 1.03 |
02.02.2011 07:31 | greebo | Target Version | => TDM 1.04 |
02.02.2011 07:31 | greebo | Description Updated | |
02.02.2011 07:32 | greebo | Note Added: 0003536 | |
02.02.2011 07:32 | greebo | Status | assigned => resolved |
02.02.2011 07:32 | greebo | Fixed in Version | => TDM 1.04 |
02.02.2011 07:32 | greebo | Resolution | open => fixed |
02.02.2011 07:35 | greebo | Note Added: 0003537 | |
27.10.2011 05:16 | greebo | Status | resolved => closed |