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Alexis Monroe 17217 95023 768x432 1200k filesmonster.com ext: .mp4 213 MB date: 2013-03-26
Source title: danny isn\'t an idiot. he knows that when a chick asks him over for coffee it ...let\'s fuck\". yep, that\'s the sort of reaction a guy like danny gets from wom
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Reaction - Development Diary 005 Lot's of additions today.
The Idle state uses the (More) Lot's of additions today.
The Idle state uses the CheckArea() function to work out if it should exit the idle state, by seeing if there is a target to chase/shoot at. If there isn't a target, the pawn sets timerLoseTarget back to it's default value. This variable is used to work out when a Karg should give up chasing someone that they can no longer see. The default value for this is set in default properties.
The SeePlayer Event is used to make the Kargs react to the player only (not other Kargs). Players are only chased by Kargs if the Karg is not already chasing someone else. This means the player can run right in front of a Karg who is shooting another Karg and nothing will happen. However, once the target that the Karg is shooting is dead, target will be set to none again and the player will be targeted. If the target dies and the player can not be seen, the Karg will return to the idle state.
The main state is the follow state - it makes the Karg pawn follow a target. TrackTarget() checks to see if the target can be seen. If the target is seen, the pawn resets the Lose Target variable as seen before in idle. It also causes the pawn to shoot once - this will probably be changed a bit if I can figure out something better. If the player can NOT be seen, the Lose Target variable will decrease. Once it reaches 0, the idle state will start again and the target will be set to 'none' (meaning that Flint can be targeted again if he is seen).
MoveToward makes the pawn move towards the target, whoever that might be. 128 is the distance from the target that the pawn will wait at. Until the target is lost, the Karg will stay in it's follow state!
There is also a touch event that detects collision with projectiles. With both rocks and bullets, the controller of the instigator of the bullet will be set as the Karg controller's target. So if Flint fires a rock at a Karg, Flint's controller will be targeted by the AI.
This means that Cross-fire will alert Kargs - the core mechanic in our game.
That's all for AI stuff. I added in one more bit of code to fix something that was bugging me - the rocks now scale down and vanish when near the end of their lifespan. Not very realistic, but it's either that or have them vanish or fade out - they can't just be lying around everywhere until it crashes (as I found out). If LifeSpan is getting very low (2 seconds until death), and the draw scale is not yet at 0, the draw scale is set to decrease by 0.1 every step.
I've left the pathfinding stuff until last - and I'll finish up on things like getting the lure ability to work, the mounted gun and the mine-cart sequence functionality. (Less)
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