@EAI:
Quote: "I tried your script and it worked just fine."
Stupid me, I forgot to change the start script to the regular "appear1" instead of using the TF 341 start script. Thanks for trying!
Quote: "I may be able to release some improved AI scripts for you all to try... perhaps early next week"
If you can do this, that would be great!
Speaking of scripts, I am trying to write my own for TF 341, the following specifically:
;Artificial Intelligence Script
;By Captain Coder
;Header
desc = Smart DAI character script - character should have an automatic weapon
; Ally is recruitable
;//Walking animations
[I copied and pasted over your animation commands from your scripts; I just removed them here because they were a part of your commercially-sold scripts and weren't sure if I sure post that part up here];------------------------------------------------------------------------------------------------------------------------------------------------------
;Triggers
;Always true
:always:localvar=1
:always:airotatetotarget
;Recruit ally and follow plr
:aiteam=1,varequal=0,plrdistwithin=70,plrfacing=10:fpgcrawtextsize=18,fpgcrawtextfont=arial,fpgcrawtextr=200,fpgcrawtextg=200,fpgcrawtextb=200,fpgcrawtextx=50,fpgcrawtexty=10,fpgcrawtext=Press [G] To Recruit Ally
:aiteam=1,varequal=0,plrdistwithin=70,plrfacing=10,etimergreater=200,scancodekeypressed=34 1:etimerstart,setvar=1,sound=audiobank\switches\click.wav,aifollowplr=1
:aiteam=1,varequal=1,plrdistwithin=70,plrfacing=10:fpgcrawtextsize=18,fpgcrawtextfont=arial,fpgcrawtextr=200,fpgcrawtextg=200,fpgcrawtextb=200,fpgcrawtextx=50,fpgcrawtexty=10,fpgcrawtext=Press [H] To Leave Ally
:aiteam=1,varequal=1,plrdistwithin=70,plrfacing=10,etimergreater=200,scancodekeypressed=35 1:etimerstart,setvar=0,sound=audiobank\switches\click.wav,aifollowplr=0
:aiteam=1,varequal=1,plrdistwithin=200,plrdistfurther=100,aihastarget=0,aicanshoot=1:aifollowplr=1,state=2
:aiteam=1,varequal=1,plrdistwithin=100:aifollowplr=0
;Other
:isdarkai=1,aicalled=2000,aihastarget=0,idle=1:airespondtocall
;Initialization
:state=0:setaiactive=1,alwaysactive=1,reloadweapon,aiattackawareness=1,state=2
:state=0:setvar=0
;Idle and alert
:state=1,aicanshoot=0,aiheardsound=500:aimovetosound
:state=1,shotdamage=1:etimerstart,aicallteam=5000,state=2,resethead,shootplr
:state=2:state=1
Doesn't need to be check up on by EAI; any help is appreciated. All the character does is walk towards enemy characters when he hears them die. And when
he dies, he goes into a stack position and slides around when you shoot at him. Additionally, if any explosions go off very near him, he will rotate to them even when dead. I might just try again but for use with normal characters. Thanks for all the work EAI!
@Daniel Wright 2311:
Quote: "there is diffrent versions of each character"
True, but the textures are high quality - at least some of the textures are 2048 X 2048. It takes skill to be able to make characters, including the textures. Besides, I was reffering to the characters Bond1 sells on the TGC store, as I didn't want to try to calculate the individual value of each character in a pack I don't have.
I personally count different textures as different characters simply because they can easily work as a different character in a story - plus I am no computer artist and can't make my own, as of yet. I will take as many realistic/good looking texture variations as I can get my hands on for the sake of being able to reuse the same model repeatedly in the same game, w/o going to an outside source.
But we agree on one thing:
Quote: "But in all this pack here, is well worth the money, just the quality alone is worth it."
Quote: "Still I'd say it's a dang good deal compared to some artists (outside of FPSC) who sell a lot less for a lot more "
You betcha!
Quote: "#occupyErrant"
? ? ?
Thanks EAI!
Captain Coder
One of the most humbling days in your life will be the day you discover you AREN'T the best at what you love to do.
- Me