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DarkBASIC Discussion / How to get enemies to attack????

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A Crazy Dutch
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Posted: 19th Mar 2007 22:46
I am having real trouble with this. I have recently learned to load up animated objects into my program. They are my deemed enemyies in the game but all I can get them to do is follow me around like a little dog. They won't attack and I can't get them to attack. The most they do is walk towards me then keep walking into me like they are trying to push me. I would really like some help from anyone who understands my position and knows the answer to my problem. Any help is welcome and greatly appreciated.

My email is: [email protected] if anyone would like to send me a message.

Thanks
Unseen Ghost
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Posted: 20th Mar 2007 01:28
What kind of attack did you want the enemy to do?

If you want them to attack with close combat like swinging at you then you would have to have set a range of detection that your enemy knows you are nearby or a certain distance away and where you are, then start coming toward you. Also set a detection for when the enemy gets close enough to swing at you then you would have the swing animation start.

If you want them to shoot then you would set the range that you want to have the enemy detect that you are in range and where you are and start shooting. You could animate your character with a gun or whatever and play animation when you get into range. Of course also you would have to have a bullet come out of the end of the gun.

That is basically a rough explanation of what you need to do.

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A Crazy Dutch
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Posted: 20th Mar 2007 02:52
I would like them to do a close attack. I have an animation for the attack and it is loaded and scaled but i don't know where to use it and with what command. I'm only using one enemy right now and the command I'm using to get the enemy to follow me is

point object 1,1cpx#,1opy#,1cpz#

The character I am using is a pre-made zombie from the Dark Matter Browser program we have at school. I just can't figure out how to get the zombie to attack.

Oh and also do you know how to disable the mouse roller button in DB. because when i roll it during a game the screen will wig out and put me at odd angles or flip the whole place upside down, etc...and there is nothing set for the middle mouse button to do.

Thanks

Shlinty...or should I say Shlintay!
A Crazy Dutch
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Posted: 21st Mar 2007 01:05
I also would like to know what the commands are that I need to use to get the zombie to attack me.

Thanks in advance for all your help Unseen Ghost.

Shlinty...or should I say Shlintay!
Unseen Ghost
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Posted: 21st Mar 2007 04:03 Edited at: 21st Mar 2007 04:49
Here you go:

APPEND OBJECT
LOOP OBJECT
PAUSE ANIMATION
RESUME ANIMATION
DELETE ANIMATION

You might do a search in the forums for the mouse wheel thing. I look too.

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Unseen Ghost
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Posted: 21st Mar 2007 05:00 Edited at: 21st Mar 2007 05:18
Try something like this to see if it would work for the mouse.

There is probably a better way but I need time to figure it out. I haven't had to mess with the wheel yet.
Put it inside main loop.

If mouseclick()=3 then mouseclick()=0

Or you could do it like this:

If mouseclick()=3
Mouseclick()=0
endif

Not sure it will work though. I'll keep looking.

Try this and put it in the main loop, it might work better than above code:

Mousemovez()=0

I didn't see Mousemovez in DBClassic, it's in DBPro though.

I hope I could help. I'll check back tomorrow cause I gotta go bed to go to work tomorrow morning.

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A Crazy Dutch
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Posted: 21st Mar 2007 20:32
Umm...I'm not quite sure on what to do with all that. I tried the mouse roller commands you posted and all of them came up as syntax errors. I guess as long as I don't roll the middle button I'll be ok for now.

On to the attacking zombie:
In the class I'm in at school we got the zombie to attack. But the zombie keeps moving towards me when he attacks and his attack is all glitchy like. We can't figure out how to get him to stop moving and just swing at the camera.

The lines of code we are using to get the zombie to attack are:

point object 2,1cpx,1opy,1cpz
xrotate object 2,0 : zrotate object 2,0

if 1cpx<1opx+40 and 1cpz<1opz+40 and 1cpx>1opx-40 and 1cpz>1opz-40
show object 2
position object 2,1opx,1opy,1opz-5
loop object 2
hide object 1
endif

Also I could sent the code we are using for the game to you via email if you like.

Shlinty...or should I say Shlintay!
A Crazy Dutch
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Posted: 21st Mar 2007 20:39
I would use the code snippet thing but it would probably be too much of a pain to read it all in that small letters.

Shlinty...or should I say Shlintay!
A Crazy Dutch
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Posted: 21st Mar 2007 20:44
Never mind here's the code.



There. Now I've learned how to use the code snippet. ttyl. thanks

Shlinty...or should I say Shlintay!
Unseen Ghost
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Posted: 22nd Mar 2007 05:06 Edited at: 22nd Mar 2007 05:07
I haven't had a lot of time tonight to look at your code because I don't get home from work until 8PM.
I think maybe I figured out the mouse thing though. Hopefully!I put the wrong number in. Try this in the main loop and let me know:

If mouseclick()=4 then mouseclick()=0

Or this:

If mouseclick()=4
Mouseclick()=0
endif

buttons 3 and 4 on a mouse (If applicable) use the number 4 and 8 respectively with the mouseclick() command. I think the wheel would be number 4. Just let me know how it goes.

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Unseen Ghost
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Posted: 23rd Mar 2007 05:31
Hi again,

I might have an idea what your problem is, but I will need the file that the program opens to read in this function below to get the program to run as you have it. I was able to substitute the images and objects for ones I have and I remmed out the the function call to get the program to run since I didn't have the file.

If you e-mail me the file that would be great, or you can upload it to the forum here and I can download it. Either way is ok with me.

loadmap("media/lvl 1",mapsize)

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A Crazy Dutch
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Posted: 23rd Mar 2007 21:36
There that should be the file. Hopefully it works. If it doesn't then I'll try a different one.

Do you have the zombie character too or did you just load up a different character?

If you need those then I can upload them to the forum for you.

Thanks for all your help so far too.

Shlinty...or should I say Shlintay!
A Crazy Dutch
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Posted: 23rd Mar 2007 21:42
Oh and also I tried the
Quote: "If mouseclick()=4 then mouseclick()=0"
and unfortunatly it didn't work. It keeps bringing up a Syntax Error. Unrecognised parameter at line 138. Line 138 is the line I entered the mouseclick command. Thanks for the help with the mouse roller thing tho.

Shlinty...or should I say Shlintay!
Unseen Ghost
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Posted: 24th Mar 2007 03:52
I just substituted a object I had for the zombie to get the program to run. I'll let you know if I need the Zombie.

Thanks for the file.

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Unseen Ghost
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Posted: 24th Mar 2007 17:22 Edited at: 24th Mar 2007 17:28
Hey A Crazy Dutch,

I have been having trouble getting the monster to stop moving, but I have taken out some code that you seemingly didn't need.

I changed your camera position from what you had

position camera cx,0,cz to this position camera 700,0,700

I had to for what I was trying to do. If I didn't the monster would be all over you and attacking when you start your program.

I changed this part also. I took out code here you didn't need from what I see.



It's weird how some of the hide object code that I put in there works.
You may need to adjust the code a little like the coordinates and things to fit your objects.

Here is the entire code so far.



To get him to stop moving you need to track his position as he moves, old and new positions so you can keep him at the last position he is at. That way he won't move during the attack.

Hope that made sense.
Basically you just need to add the tracking code or change what you have.
I will keep looking at you code to add tracking code if you want me to.

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A Crazy Dutch
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Posted: 24th Mar 2007 18:30
Thanks for all the help you've done so far. I really appreciate it. Also you can continue to work on it if you'd like. That'd be cool with me.

Shlinty...or should I say Shlintay!
chafari
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Posted: 25th Mar 2007 00:00
Hello A Crazy Dutch .....what you need, is momething like A.I. but at start you have to understand the basic method. Calculating the distance between two objects you could do a litle A.I moving...

if we approached the enemy ,it noticed our presence and we will be attacked , so you could put a lot of different conditions. Have a look to this litle code, and you`ll be able to do the rest.

My mail [email protected]
greeting.




oh my god
A Crazy Dutch
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Posted: 27th Mar 2007 23:06
Thanks for the help chafari. Oh and Unseen Ghost...I am still having trouble with the zombie guy. I can't get him to stop moving while he is attacking and while he is attacking he is all glitchy but that is probably because he is moving at the same time.

If you could help me to get him to stand still when he attacks that would be cool. Or if anyone else can help me with my problem.

The code for the game is a couple of posts above this one in Unseen Ghost's post.

Thanks in advance for any help anyone can offer.

Shlinty...or should I say Shlintay!
chafari
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Posted: 28th Mar 2007 01:55
I suppose you already got the animated object,what you have to do ... for example ...we have an animated soldier who walks from frame 0 to 20 and it runs from frame 21 to 40 and it stands up in frame 41....now we want that the soldier runs...so

LOOP OBJECT SOLDIER,21,40

now that he is to close to the wall you decide it stop...so

LOOP OBJECT SOLDIER,41

after awhile it must start walking

LOOP OJBECT SOLDIER,0,20


by same way, you decide all time what your model should do...it`s easy...so if you decide it stops....have a look if your model has a frame in a idle position and just play this frame by

PLAY OBJECT SOLDIER or
LOOP OBJECT SOLDIER

Try it again...and if you fail ..let me know... and i will send you a demo

greetings.

oh my god
Unseen Ghost
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Posted: 28th Mar 2007 04:01
Ok,

sounds good, I'll keep looking at it.

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Unseen Ghost
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Posted: 28th Mar 2007 05:01
I think I figured it out. The only way I was able to do it was delete the object instead of hide it then reload it when you need it and loop the animation.

If you can, it probably would be better to do what chafari suggests above. If you have the frames to do it with.

some how I don't know if you could do what he suggested above unless you recode a little.
The way you have your code right now for some reason this statement was causing the problem I guess:

move object 1,.4

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A Crazy Dutch
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Posted: 28th Mar 2007 23:32
I don't think I could do what chafari suggested cause I am using models from DarkMatter that are premade and the animations/movements they do are prerecorded. So I don't think I could play the frames.

We are having a lot of trouble with this in school. No one can seem to figure it out. The zombie always goes glitchy and he keeps moving towards the center of the camera while the attack animation is playing. We can't get him to just stop and attack and then if I move he starts walking towards me until he gets within a certain range of me. Then he should start attacking again.

Any ideas?

Shlinty...or should I say Shlintay!
chafari
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Posted: 29th Mar 2007 01:23
it doesn`t matter if animation movements are prerecorded...that works with all the objects ..I will help you with that ....just send me your animated model and I will make a code for you ...it`s easy...

I promise to you that if you send me your model ,I can demonstrate what I say.


my mail is [email protected]

oh my god
Unseen Ghost
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Posted: 29th Mar 2007 04:21 Edited at: 29th Mar 2007 04:22
I did get it to work by deleting object 1 right before object 2 is shown. Then just reload object 1 loop object 1 when you need it again. There is a few more glitches in the program, but if you recode some areas you could get rid of the glitches. What I mean by glitches is that after I got it to work I continued to move around a little and I noticed things happen that shouldn't be happening at times.
The attack routine and the not close routine needs to be recoded to get it to work as it should.
If the code is recoded, you could get it to work without deleting object 1 and reloading and stuff.

It will work the way I'm suggesting, but you could look into what chafari is talking about. I'd be interested in seeing if what he's talking about works.

I think the problem lies in the coding not the animation. Of course he did say he would write the code for you for what he is talking about. It would be interesting to see. Learn something new too if it works.

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A Crazy Dutch
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Posted: 29th Mar 2007 20:34
Cool. I won't be able to send the model to you just yet because it is saved at school and right now my whole town is closed because there is a massive blizzard over it. So I am at home for the rest of today.

I'll send it to you hopefully tomorrow if school isn't closed again.If it is I will have to wait until monday to send it to you.

Sorry for the wait. Hopefully when I do send it to you, you can get it to work right.

Shlinty...or should I say Shlintay!
chafari
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Posted: 30th Mar 2007 01:14
ok… don´t worry….I will wait until Monday .

have a nice weekend ¡¡

oh my god
A Crazy Dutch
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Posted: 2nd Apr 2007 22:51
I sent you a message chafari with the idle, move, and attack models attached to it.

Good luck.

Shlinty...or should I say Shlintay!
chafari
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Posted: 3rd Apr 2007 21:05
Hallo everybody...hallo A Crazy Dutch , I send to you mail the litle code explaining how to do what you want...

in order the code can run...it is necesary you have the three models that I rename ( move.x , attack1.x , idle.x) so you have to reedit my code or rename your modeds...


Greetings



oh my god
Unseen Ghost
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Posted: 4th Apr 2007 01:44 Edited at: 4th Apr 2007 01:49
So chafari,

What you are doing is extracting the animation from all the objects that you need the different animations from. Then you can apply and run the animations to just object 1 when you need each different animation. Then you wouldn't have to place a new object where object 1 is right?

[Edit] I forgot you can append objects.

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A Crazy Dutch
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Posted: 4th Apr 2007 23:12
I used the code you gave me in the previous posts chafari, and I changed the file names so that they would load from the right folders, but when I tried to run it it gave me an error.

The error said "Runtime Error at line 36. Append frame must be greater than models total frames"



That is the code I was given but I already changed the file locations for the objects when they are loaded and appended.

This is pretty cool and I can't wait for it to actually work right. Thanks for all your help chafari.

And good luck with figuring out what's wrong with the frames on the game you sent me.

Shlinty...or should I say Shlintay!
chafari
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Posted: 4th Apr 2007 23:49
Hallo my friend....I don´t know what happens...but it works in my computer.... try to put all media and the file .dba in the same folder

Greetings

oh my god
chafari
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Posted: 5th Apr 2007 00:23
hello again… test it with the content of this folder….good luck

oh my god
A Crazy Dutch
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Posted: 5th Apr 2007 18:21
I'll have to wait to check it until next Tuesday because today is the start of Spring Break for me. And there is no school for 5 days. So I'll try it on Tuesday and then I'll let you know what the results are.

Peace

Shlinty...or should I say Shlintay!
A Crazy Dutch
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Posted: 11th Apr 2007 22:55
I couldn't get the example.rar to open on my computer.

How do I use it?

You said use it with the contents of this folder. So I downloaded the folder and tried opening it but it wouldn't open.

Then I tried opening it with DarkBASIC and it showed all these weird symbols and it wouldn't compile it.

I don't know what to do...

Shlinty...or should I say Shlintay!
SimSmall
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Posted: 12th Apr 2007 00:13
get winrar (find on google) and install that. Then in windows explorer (or other file browser) open this rar file. it has a folder inside it, called "example" select that, then from the top row "extract to" select somewhere on your computer to save it, and it that location are a few x files, and the dba source code, and that's what you get DB to compile...
TDK
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Posted: 12th Apr 2007 09:07
Quote: "then from the top row "extract to" select somewhere on your computer"


You might find it easier to do this from the WinRar menu that appears when you right-click on the rar file in Windows Explorer.

If you open it by double-clicking, it opens the file in WinRar program itself and you have to tell it what to do, whereas right-clicking allows you to extract files without doing this.

TDK_Man

A Crazy Dutch
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Posted: 13th Apr 2007 23:52
I used WinRar to extract the example files(much thanks to chafari for the example.rar file & to TDK and SimSmall for the help with the WinRar program).

Then I opened the example .dba file and compile/executed it. When I did that it gave me the same error message as before.

Runtime Error at line 35. Append frame must be greater than models total frame count at line 35

I have no clue what could be going wrong. Does anyone else? Because according to chafari, it is working perfectly on his computer.

Shlinty...or should I say Shlintay!
chafari
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Posted: 15th Apr 2007 00:18
Hello everybody...I just download it right now...and I assure you that it works perfectly..

I don`t know why it does´nt work in your PC ...perhaps your version of dark basic pro...can someone else answer if it works ?

greetings

oh my god
TDK
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Posted: 15th Apr 2007 01:14 Edited at: 15th Apr 2007 19:46
A Crazy Dutch appears to be using DB Classic not Pro - though he doesn't seem to have stated it anywhere - as he should have done.

This post was in the Newcomers section - where the sticky did say you had to state the DB version in the topic. Being DBC it was moved here when Newcomers was made a DBP-only area.

This was done due to so many users not reading the stickies and/or choosing to ignore this request, resulting in lots of users wasting their time writing snippets which would be of little help.

This sort of confusion shouldn't occur again as this is a DBC-only area.

[Edit] BTW chafari... which Canary island are you on? I thought I was the only DB'er in these parts!

TDK_Man

chafari
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Posted: 15th Apr 2007 12:22
OH my God ,sorry about that...what a mess ¡¡ .I,m in Lanzarote island...Volcanos island.

ja ja...this snippets I made seven year ago with other models, in Dark basic clasic , and I modify it slightly in order it works in Dark basic Pro...

I promise that I will modify it again so that it works with old dark basic. In a couple of days it will be ready

Tenerife… famous island by the mount of teide .It´s nice to know that someone else is around here

Greetins

oh my god
chafari
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Posted: 16th Apr 2007 00:38
Hello...here again..¡¡ and now...my friend A Crazy Dutch if you have the old program(Dark basic clasic)...here you can find the dba. Remember to re-edit dba model´s names

Good luck this time ¡¡



oh my god
chafari
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Posted: 16th Apr 2007 00:44
Hello.... I`m here again...and now with the code for the old Dark basic...

Just put it into same folder with the models and re-edit code with the same names of your models...



oh my god
A Crazy Dutch
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Posted: 17th Apr 2007 19:34
I apologize to chafari, Unseen Ghost, and TDK for not posting which version of DB I use. I didn't know the rule, but now I do.

Thanks for the reminder TDK.

But that would probably be why it doesn't work on my PC. Thanks for clearing that up.

Shlinty...or should I say Shlintay!
A Crazy Dutch
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Posted: 17th Apr 2007 23:10
Chafari

How did you know to use 26 and 52 when you appended the two objects at lines 9 and 10?

And also, how would you apply this append example to the game I posted earlier in the thread?
So that when the zombie is to far away he idles, then when he gets within a certain distance of me he will walk toward me, and finally when he is within a very close range he will attack me and stop moving towards me.

That is what I am mainly having trouble with is how to get the zombie to stop moving when he attacks me. He is also really glitchy when he attacks but that is probably because he is still moving when he attacks.

Shlinty...or should I say Shlintay!
chafari
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Posted: 18th Apr 2007 00:59
OK... well...if our model has in total 25 frames( 0 to 24), we have to append other animation to it with the next possible frame...and it should be the number 26 ...then if this new animation has only 10 frames...for example just a jumping...then the total animation of our model has 35 frames and just in case you append other animation then the next frame is 36...remember?

25 frames + 10 frames = 35 frames so next frame is 36.

About making desitions to do to our model...you can use the sqrt to get the distance....read the first snippets i sent to you in this thread...and if you can´t find it...i´ll send you a new code

good luck ¡¡

oh my god
A Crazy Dutch
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Posted: 24th Apr 2007 00:05
hey chafari

I got the example.rar running. thanks for that. but when I tried incorperating the append commands to my zombie attacker demo I couldn't get very far. It's all glitchy and I can't get it to run now.

If you could take a look at it when you have some spare time, that would be amazing.

the file is for downlaod right there and here is a snippet of the code I have so far:



Well best of luck to ya and hopefully you can help me.

Thanks and no rush.
Peace

Shlinty...or should I say Shlintay!
chafari
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Posted: 27th Apr 2007 02:33
hello Crazy Dutch ...could you send me a file compressed with all media?...I want to help you but I need all media files you a working with... if you send me that, I promise I´ll help you

greetings

oh my god
A Crazy Dutch
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Posted: 27th Apr 2007 05:15
Quote: "
could you send me a file compressed with all media?...I want to help you but I need all media files you a working with... if you send me that, I promise I´ll help you
"


I did I think. It's the red "download" button on my post before this one. It should say something like "Download: zombie attack demo.zip Size: 211999 bytes".

If you download that file, it has all the media (zombie models[idle,attack,move], images, and the map for the game.

They are already in the files that they correspond to in the code. You can change them if you want tho.

And if that download doesn't work then I'll try to send you something else.

Shlinty...or should I say Shlintay!
chafari
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Location: Canary Islands
Posted: 28th Apr 2007 00:49
oh !! sorry.haha...I look like my little son.I did not see your media files to download.I have got it now. I hope to find out the problem in that code.Please let me just a couple of days
greetings

oh my god
chafari
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Joined: 2nd May 2006
Location: Canary Islands
Posted: 29th Apr 2007 02:19
Hello Crazy Dutch ...when we append to our object the animation of others objects, we get just its animation and never de second or third object...we keep just our object, and you can not hide or show object 2 as it doesn`t exist...

The important thing, is that you are trying to get it... every body learn like that... so don´t give up.

I changed a little bit your code in order it works... and now it does fifty/fifty haha...

no more delay ...here it is !!



oh my god

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