[Character] Dragon (a203)

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SacredSand
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Re: [Character] Dragon WIP

Post by SacredSand » Sun Sep 08, 2013 4:41 pm

Wow the new model looks great :O
Can't wait to play with it

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RagdollZombie
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Re: [Character] Dragon WIP

Post by RagdollZombie » Sun Sep 08, 2013 8:17 pm

It might be a while, I've been on a kind of hiatus... and School has started which will give me even less time to work on it :c

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SacredSand
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Re: [Character] Dragon WIP

Post by SacredSand » Fri Sep 13, 2013 9:00 pm

Yes I know that feeling all to well.
With all my other characters, I have literally had no time to do anything with them. They are most likely never going to be released. :cry: :cry: :cry: :cry: :cry:

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RagdollZombie
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Re: [Character] Dragon WIP

Post by RagdollZombie » Fri Sep 13, 2013 10:47 pm

I don't want to disappoint the people who are anticipating this, so i'm determined to get it released, but i'm not in a rush too, since I want to make it good, not rushed like my old characters xD (and the first version of this...)

Strazyplus
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Re: [Character] Dragon WIP

Post by Strazyplus » Sat Sep 14, 2013 12:39 pm

Well besides being interested in this character, you could release a alpha version (unfinished) and keep working on it. as only people who would download are those wanting it. :roll:

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RagdollZombie
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Re: [Character] Dragon WIP

Post by RagdollZombie » Wed Oct 16, 2013 4:17 pm

I will post the WIP once I have a working version of it. Currently whenever i try to spawn the dragon it crashes the game...

Strazyplus
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Re: [Character] Dragon WIP

Post by Strazyplus » Fri Oct 25, 2013 9:14 am

Sounds cool 8)

Strazyplus
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Re: [Character] Dragon WIP

Post by Strazyplus » Thu Nov 07, 2013 10:07 am

I saw the skeleton rabbits and zombie ones.... I think this dragon character has been dropped in the bin... :cry:

However might be brought back in the future.

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RagdollZombie
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Re: [Character] Dragon WIP

Post by RagdollZombie » Thu Nov 07, 2013 11:27 am

I was kind of wanting to redo the character's shape again, I don't like it... and probably the texture too so I can make it pale/white for a color palette. I learned a bit more about morph targets and hulls when I was making the skeleton, so I should be able to make more improvements to this. The color palette is something i do need to improve on, so I could try it out with this character, I don't have much time to really work on these so it could take a while... I don't know when my halloween map will be out (I had been trying to make a follower script so you can get help from your buddies to fight the zombies, but for some reason it only seems to work on my test level....

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last
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Re: [Character] Dragon WIP

Post by last » Fri Nov 08, 2013 8:39 am

RagdollZombie wrote:I had been trying to make a follower script so you can get help from your buddies to fight the zombies, but for some reason it only seems to work on my test level....
I am not sure if this is your problem, but i believe each character get's it's own unique ID when he's placed into the level. I don't know how you read it and are you using character ID to define followers or maybe, you use something else, like custom parameter that you can add to him, that is saved into level file as text.
Maybe the best way to identify characters are by team name or custom parameter. This should work on every map without problems.

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RagdollZombie
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Re: [Character] Dragon WIP

Post by RagdollZombie » Fri Nov 08, 2013 12:36 pm

This is the code that I added to a copy of enemycontrol.as that i renamed Followerenemycontrol.as (so that it doesn't replace the original.)

This was added at the beginning of the script

Code: Select all

bool follow_toggle = false;
I added the actual code inside this void

Code: Select all

void UpdateBrain(const Timestep &in ts){
AFTER this code since i thought it would fit there:

Code: Select all

void UpdateBrain(const Timestep &in ts){
    const bool display_goals = false;
    if(display_goals){
        DisplayGoals();
    }
    if(GetInputDown(this_mo.controller_id, "c") && !GetInputDown(this_mo.controller_id, "ctrl")){
        if(hostile_switchable){
            SetHostile(!hostile);
        }
        hostile_switchable = false;
    } else {
        hostile_switchable = true;
    }
This is what I had added directly below that

Code: Select all

if(GetInputDown(this_mo.controller_id, "r")){
	MovementObject@ char = ReadCharacterID(ally_id);
        SetGoal(_escort);
        escort_id = (ally_id);
        if(follow_toggle){
            ReceiveMessage("escort_me "+this_mo.getID());
        }
		if(distance_squared(this_mo.position, char.position) < 8.0f){
        follow_toggle = false;
		
    } else {
        follow_toggle = true;
		}
	}
On my test level it works fine, but when i try it on any other level I get this error:
follower script error.png
Last time i got an error very similar to that but instead it said "There is no movement object -1, and David told me that it was probably ally_id because it might have been equal to -1, so I changed it to 1 and it stopped the constant crashing i was getting when the followers started combat. But this error I am getting now, I am unsure where the problem is... If i attempt to press R in my zombie level, for some reason it doesn't crash, but my followers point off somewhere in the distance. I had made one of the other characters a player before (but he isn't the player anymore), so I don't know if it still thinks he is a player somehow... when i deleted that character when i pressed r it crashed the game with
zombie level error.png
And this was the character I deleted that then caused the game to crash with that error when i pressed r (i tested it with all the other characters on my level, so it must be this guy causing the problem.)
zombie.png
But like i have said in the past, I am not very good at scripting at all so there could be a lot of problems in the code... :c

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samjb1992
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Re: [Character] Dragon WIP

Post by samjb1992 » Fri Nov 08, 2013 2:43 pm

would you be willing to post the all of the scripts from the aschar and enemycontrol files i would like to try something with them. all credit will be given to you as far as your code goes, if and when i get this working.

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RagdollZombie
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Re: [Character] Dragon WIP

Post by RagdollZombie » Fri Nov 08, 2013 3:58 pm

Sure, I should also make a separate thread for the script since this is a completely different topic I will message you the dropbox link for the files, but I'll also make a thread for it so that once we do get it working, everyone can use this for their maps!

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samjb1992
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Re: [Character] Dragon WIP

Post by samjb1992 » Fri Nov 08, 2013 6:22 pm

RagdollZombie wrote:Sure, I should also make a separate thread for the script since this is a completely different topic I will message you the dropbox link for the files, but I'll also make a thread for it so that once we do get it working, everyone can use this for their maps!
thank you

Dark_Force
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Re: [Character] Dragon WIP

Post by Dark_Force » Tue Nov 19, 2013 7:26 am

Oooh, this looks fun! I'll definitely use it when you release it, especially the armed model. Keep up the good work!

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