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Dark Physics & Dark A.I. & Dark Dynamix / collision and ai (sparky or dark physic)

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OnQue Int
16
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Joined: 8th Jun 2007
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Posted: 25th Dec 2008 19:57
I under stand that using dark physic can conflick with the ai so the movement of the ai must be done with dark physics.
what i want to know is can i take my collision code of sparkys that i use with my player(fps) and make it a fuction and aloow all the ai entitys(enemy) use the same function if so how can i call the function for them do i do it once or do i have to call it for every individual entity?
Butter fingers
18
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Joined: 20th Mar 2006
Location: Mecca
Posted: 26th Dec 2008 11:52
for E= firstcharacter to lastcharacter

Collision(E)

next E

bergice
16
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Joined: 5th Jun 2007
Location: Oslo,Norway
Posted: 27th Dec 2008 17:47 Edited at: 27th Dec 2008 17:48


I think you should add that.

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Butter fingers
18
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Joined: 20th Mar 2006
Location: Mecca
Posted: 28th Dec 2008 01:14
lol.

Well, you should probably check if the character is alive, and if they are on screen, and if they are vivible and if they are currently active. I was just giving the most basic example. if you create your characters logically then there shouldn't be a need to check if they exist!

OnQue Int
16
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Joined: 8th Jun 2007
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Posted: 29th Dec 2008 19:24
How di get the function to understand that (E) is my eney object
jason p sage
16
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Joined: 10th Jun 2007
Location: Ellington, CT USA
Posted: 3rd Jan 2009 03:49
e will be a numer. The loop counts from the first enemy to the last enemy - and presumes your enemies are using consecutive id's... e.g. 10,11,12,13,14

I personally use arrays in DBPro so I can add and remove them from the list, and make the loop work on the array length (or number of enemies in it)... also this array I decribe uses a userdefined structure so I can alot more information about each enemy than a bunch of IDs.

Consecutive ID's for enemies - would not be my personal approach... but it will get you started.

--Jason

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