[project1dev] Re: Project1 - SVN Update 139

  • From: Chris Riccobono <crysalim@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Tue, 19 May 2009 13:22:16 -0700

Ok, do you have any particular arrangements you want me to do?  I was
going thru the file and I can make sense of it, but I can just ask you
for things as I need them

Do you want me to lessen the amount of enemies, and place them at
different intervals?

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