[project1dev] Re: Project1 - SVN Update 139

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Tue, 19 May 2009 13:19:28 -0700

Chris if you want to change enemy positions you can. You can edit it all in
cavemap.lua If you need help let me know. With cavemap.lua you can easily
edit enemy pathing and non chase speed. It should make enough sense.

I don't really want to go through the cave and move around all the enemies
right now but I will if no one else wants to.

On Tue, May 19, 2009 at 1:16 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:

> The enemy positions will be tweaked some. In the end, I expect less enemies
> and less erratic patterns
>
>
> On Tue, May 19, 2009 at 1:14 PM, Chris Riccobono <crysalim@xxxxxxxxx>wrote:
>
>> 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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