[project1dev] Re: Project1 - SVN Update 139

  • From: Chris Riccobono <crysalim@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Tue, 19 May 2009 13:14:32 -0700

I realized the answer to my question right after asking it too
(obviously yes cuz the boss is faster) but I wanted to know just for
future enemies.

The way you have it now seems good, esp because nothing -has- to be
encountered but some of them are almost impossible to dodge (like the
group of two about halfway thru the cave)

On Tue, May 19, 2009 at 1:12 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:
> Yes, the speed is adjustable. Currently they all share the same chase speed,
> same amount of chase time, and aggro range. They are all adjustable.
> Feedback is welcome and I am more than happy to change any or all of those
> variables
>
> On Tue, May 19, 2009 at 1:08 PM, Chris Riccobono <crysalim@xxxxxxxxx> wrote:
>>
>> Yeah, it's actually really fun trying to evade them now.  With your
>> thing about the corner, you can't specifically run to a corner to duke
>> them out cuz they'll catch you, but if you run along a wall, and then
>> swerve around them, that will work.  If you want that not to be
>> possible certain enemies could probably just have a extra radius of
>> what they touch you with
>>
>> Kent, are you able to set the speed at which they chase?
>>
>> On Tue, May 19, 2009 at 1:06 PM, eric drewes <figarus@xxxxxxxxx> wrote:
>> > can't wait to try it :) sounds like its working great
>> >
>> > On Tue, May 19, 2009 at 4:05 PM, Kent Petersen <kentkmp@xxxxxxxxx>
>> > wrote:
>> >>
>> >> Thanks Chris
>> >>
>> >> On Tue, May 19, 2009 at 1:04 PM, Kent Petersen <kentkmp@xxxxxxxxx>
>> >> wrote:
>> >>>
>> >>> If you see it in action, I think what you want is currently covered.
>> >>> If
>> >>> not let me know and I'll see what I can do
>> >>>
>> >>> On Tue, May 19, 2009 at 1:03 PM, eric drewes <figarus@xxxxxxxxx>
>> >>> wrote:
>> >>>>
>> >>>> hey kent, sounds great!  hey i dunno how do-able this is but i was
>> >>>> also
>> >>>> thinking that if you get chased into a deadend, maybe they would
>> >>>> block the
>> >>>> path so you'd be forced to engage them to get out.  just an idea :)
>> >>>>
>> >>>> On Tue, May 19, 2009 at 3:58 PM, Apache User
>> >>>> <dhapache@xxxxxxxxxxxxxxxxxxx> wrote:
>> >>>>>
>> >>>>> User:korgath
>> >>>>>
>> >>>>> Message: I think you guys will like this one a lot =D
>> >>>>>
>> >>>>> If the player is close the miners will now chase for 100 units of
>> >>>>> time
>> >>>>> then return to their original pathing.
>> >>>>>
>> >>>>> Minor bug: If there is a major turn between the starting point and
>> >>>>> where the unit ends before they stop chasing they may not find their
>> >>>>> way
>> >>>>> home.
>> >>>>>
>> >>>>> todo: per eric, make less miners and make miners have realistic
>> >>>>> pathing
>> >>>>>
>> >>>>> <Files Changed>
>> >>>>> D   Personal/Kent/miner.lua
>> >>>>> A   Scripts/Behaviors/chase.lua
>> >>>>> U   Scripts/Enemies/miner.lua
>> >>>>> U   Scripts/Maps/cavemap.lua
>> >>>>>
>> >>>>>
>> >>>>
>> >>>
>> >>
>> >
>> >
>>
>
>

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