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FPSC Classic Product Chat / Slight Prob, is this normal

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FPSnut
18
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Joined: 21st May 2006
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Posted: 13th Jul 2006 13:56
in test game mode , only 3 of the enemys act to script,
i tryed 2x enemys on chase , and 2 enemys on home script but i have noticed only 3 at a time will follow script, kill 1 enemy and the 4th will jump in to action.

is this just in test game or does this happen to everyone fpsc?

thanks
brummel
18
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Joined: 26th Nov 2005
Location: Sweden
Posted: 13th Jul 2006 15:11
If you want more enemies to interact you have to rightclick on them and set alwas active to yes. The thing you describe is some kind of "safety hatch" so you dont get frame drops by hving too much enemies to act at once.

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Silent Thunder
18
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Joined: 6th Feb 2006
Location: The Ship
Posted: 13th Jul 2006 20:49
well, thats the point, if all of them are set to always active in a level, you get major slowdowns. Its better to set up trigger zones, but still, even with trigger zones, i was only able to activate 8 enemies at once.

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uman
Retired Moderator
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Joined: 22nd Oct 2004
Location: UK
Posted: 13th Jul 2006 22:15 Edited at: 13th Jul 2006 22:16
Points are valid.

Setting enemies to Always Active is not a good idea unless you have plenty of free available fps to spare.

I am unsure exactly if Always Active works as it is intended anyway and there are certainly issues attached to it if switched on or not.

If enemies have a line of sight to the player they will be Always Active anyway and will always move to attack the player from any distance across the FPSC world in my experience. Distance itself does not deter them. This may depend upon what script is attached to them.

In theory enemies should not be able to see through walls and should remain as inert to the player until they see the player - in reality that may not be the case in all instances as the engine can see erratically through walls and around corners in certain instances.

Its a complex subject for sure.



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Silent Thunder
18
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Location: The Ship
Posted: 14th Jul 2006 08:30
thats why i said you should use a trigger zone.

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Airslide
19
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Joined: 18th Oct 2004
Location: California
Posted: 14th Jul 2006 23:58
Turning physics off (for the enemy entity) makes more of them interact and they tend to actually notice you properly. That's what I do.

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FPSC Reloaded TGC Backer
18
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Joined: 28th Dec 2005
Location: Wichita Falls TX
Posted: 15th Jul 2006 00:31
I do that as well. I also find that because they tend to react towards you as they should they appear more aggressive in the long run.

RF

FPSnut
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Joined: 21st May 2006
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Posted: 15th Jul 2006 04:48
ahh great, not edited any game chars yet, i was just messing about with a big room to see how the scripts effect the chars,
i see the golden rule is to only do this when ur triggering in situations where player has to kill the enemy to proceed.

thanks again guys, people round here are really helpfull
FredP
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Location: Indiana
Posted: 15th Jul 2006 07:45
Another thing that might help is if you have more than one enemy in an area if you try giving them different AI scripts.

FPSnut
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Posted: 15th Jul 2006 19:22
i been messing with the allways active :yes , some cases can make the enemy act dumb , ie for testing i use thug granade, & ss machinegun with rate of fire 120 ,, thugs would throw nade like fountain anyware on maps while spawning ss behind buildning to follow waypoint i could only see flashing as they was tryng to shoot me through building .
But placeing them in right place will work well,

i do like the home script, can it be edited to make enemy shoot at longer range ?

FredP, il hold my hand up and admit ermmm im trying to make a decent wave attack for the comp u guys got going hence the chase n home scripts ,, i want them coming at ya
Nigezu
18
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Joined: 25th Nov 2005
Location: Oulu, Finland
Posted: 15th Jul 2006 21:21
I think chase script as a shoot script does same thing as home script as a main script. Only thing is that with chase script enemy shoots when it gets close enough.

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