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jayjay

Joined: 22 October 2004
Posts: 26
20 December 2004 07:13 (UK time)

could we have bots and an editor like bot maker but anyways this game RULES

also could we have turrets that the player can control by touching it then he could press space to get out that would be great for base defense and maybe you could put in ctf mode so mappers can make levels with bases and defense turrets and then use bots to play ctf with him but if you put in ctf the bots have to be able to go for enemy flag come back to base and score or go gethis flag neway u no wat i mean


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Zable Fahr

Joined: 04 November 2004
Posts: 74
20 December 2004 07:20 (UK time)

Copy the code for one of the existing turrets in the Object Editor and then set the Speed to 0 and the Object Class to Car/Truck.

I made something like a garrisonable bunker this way.

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James Bunting
Joined: 17 September 2003
Posts: 1308
20 December 2004 14:23 (UK time)

I was thinking of adding a SC_GetInObject function which is like SC_GetInVehicle except it works for any object (non-vehicles).

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jayjay

Joined: 22 October 2004
Posts: 26
20 December 2004 15:30 (UK time)

ok

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James Bunting
Joined: 17 September 2003
Posts: 1308
21 December 2004 00:56 (UK time)

It turns out that SC_PlayerGetInVehicle (I think thats right) does not actually check whether or not the object is a vehicle.

Therefore you can write some script to put the player in a turret. Additionally beta v1.41 allows script triggers to be re-used using the new SC_SetSectorTriggerEnabled function.

James.

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James Bunting
Joined: 17 September 2003
Posts: 1308
21 December 2004 00:58 (UK time)

For the record its the "vehicle" flag in the Object Editor that determines whether or not the player may enter that object type.

The player controls should deal with the fixed/defence AI type accordingly.

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James Bunting
Joined: 17 September 2003
Posts: 1308
21 December 2004 00:58 (UK time)

For the record its the "vehicle" flag in the Object Editor that determines whether or not the player may enter that object type.

The player controls should deal with the fixed/defence AI type accordingly.

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jayjay

Joined: 22 October 2004
Posts: 26
21 December 2004 06:39 (UK time)

sweet.....how do you make a script?
also what about ctf mode for multiplayer is it possible to do that yourslef or do you need to do it....if it needs alot of coding i probably cant do it

Edited: 21 December 2004 17:47


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James Bunting
Joined: 17 September 2003
Posts: 1308
21 December 2004 09:31 (UK time)

<a target="_blank" href="http://www.jbgames.com/games/meteor2/docs/MapEditor.htm#Scripting">This would be a good place to start</a>.

Edited: 21 December 2004 09:31


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jayjay

Joined: 22 October 2004
Posts: 26
22 December 2004 11:14 (UK time)

i think bots would rule in this or are they already programed?
also can the ctf be programed by anyone or do you have to do it?

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40oz
 Official Sponsor

Joined: 03 January 2004
Posts: 1799
28 December 2004 01:53 (UK time)

As soon as I get M2 downloaded (I still need to do that) I will be working on making bots. I will be working on my mod, but bots wont be included inside it. I have to make seperate maps designed specifically for bots, it won't work on just any map because they need waypoints. I am still confused as to making them collect weapons and respawning after their deaths. James might be able to help me with that matter.
*Papercut
Pro-Murder.
Legalize Crime.


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me_mantis

Joined: 26 September 2003
Posts: 1152
28 December 2004 19:02 (UK time)

Everyone seems to be talking about turrets. What turrets? Are they the small ones or the Great huge whitish ones which may or may not be in the game?

(edit)
About the CTF thing for multi player, I have already made,but not released, a CTF mp map with working "flag capturing". I know i should be working on a mission, but im just doing a silly mp map instead. The only thing its missing is a script code like this.

void bluecaptured()
{
//Play the Red wins Sound
SC_PlaySound("MP\\RedWins";);
//Gives the Bab "red" team 1 point
SC_AddScore(1,1);
}

basically you would set the total points for the round, and who ever got the total 1st would win. The flags that I am currenty using are red and blue swipe cards.


here is the map scripe so far:

#title "Red vs Blue CTF"
#author "ME_Mantis"

#include meteor2

// tell M2 which functions it can use

export OnMapStart;
export scratch110;
export blueforcedown;
export blueforceup;

void OnMapStart()
{
SC_SetSectorHidden(110,1);
}
void scratch110()
{
SC_SetSectorHidden(110,0);
}

void blueforcedown()
{
// shuts down the blue team force fields
SC_SetObjectHidden(30,1);
SC_SetObjectHidden(31,1);
SC_SetObjectHidden(32,1);
SC_SetObjectHidden(33,1);
SC_SetObjectHidden(34,1);
}

void blueforceup()
{
SC_SetObjectHidden(30,0);
SC_SetObjectHidden(31,0);
SC_SetObjectHidden(32,0);
SC_SetObjectHidden(33,0);
SC_SetObjectHidden(34,0);
}


notice that there are force fields that are objects. Be looking for these in the next version of meteor2.














Edited: 28 December 2004 19:21


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jayjay

Joined: 22 October 2004
Posts: 26
05 January 2005 19:19 (UK time)

sweet cant wait to see the final thing. btw you should give it to james because he might be able to expand it to more than just a mod but like a whole game mode in future versions

Edited: 05 January 2005 19:21


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