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Total Members Voted: 116

Author Topic: Slayer  (Read 235114 times)

Let me try to explain what i was thinking of:
You place node bricks.
Then you take the pathWand.
Wand pathNode 1, wand pathNode 2.
If there is a clear line of sight, the path will be made from node 1 to 2.
Repeat process.

There will be some flaws within this idea, but it is something.

The problem with that is that it doesn't save/load with bricks.

The problem with that is that it doesn't save/load with bricks.
True...

Like path nodes in the source engine.

This. Exactly this.

What I've been thinking is, the AI path "web" could be created dynamically between node bricks (upon loading the build, or possibly even while building) This way the AI paths don't need to be stored in the .bls file.

I don't think a path system itself would need to be all that complex, really: Each "path" could just be a set of (x, y, z) coordinates pointing to the next path node. This shouldn't cause too many stuck problems for the AI, since as Lordician suggested, paths should only be generated if there is line-of-sight.

If a path node points to several different nodes, the AI could just choose randomly which node to move to next, or it could choose the node that leads in the general direction of the AI's current target.

This. Exactly this.

What I've been thinking is, the AI path "web" could be created dynamically between node bricks (upon loading the build, or possibly even while building) This way the AI paths don't need to be stored in the .bls file.

I don't think a path system itself would need to be all that complex, really: Each "path" could just be a set of (x, y, z) coordinates pointing to the next path node. This shouldn't cause too many stuck problems for the AI, since as Lordician suggested, paths should only be generated if there is line-of-sight.

If a path node points to several different nodes, the AI could just choose randomly which node to move to next, or it could choose the node that leads in the general direction of the AI's current target.
Derp.
This sounds so much more legit.
The line of sight part makes it so that they are not all connected to each other.
So this should work actually.

Greek, I've got a question about the map cycling, will you have gamemode cycling as well?

Greek, I've got a question about the map cycling, will you have gamemode cycling as well?

It cycles the entire minigame config, so yes.

Please, for the love of zombies, make sure the director only works on these special bricks so that normal vehicles stay at normal vehicle spawn bricks. :)

Also, when you leave the special zombie spawner without a zombie selected, the director is allowed to choose himself? :P
Just an idea.

The limb breaking thing sounds cool.
But more damage on headshot... Most headshot weapons already have a headshot modifier themselves. :P
Maybe something more in the way of Killing Floor: Zombies won't be able to follow you anymore and just limb around a bit untill they die, slashing at anything they touch.
Also if they have any special ability, they can't use it while their head is missing out on all this fun.

However, just them not being able to follow you anymore would be fine i guess. :P
Just throwing ideas.
Great Ideas..... and also, like with the Killing floor thing. could you make like a slow puking zombie, and like  a zombie with a chainsaw.
What id really like ti see though is a screaming Zombie...Screaming Zombie:you could make it shoot projectiles like the "Fus do rah" weopon but with a longer range and its own costom song.

And please if you can. make a custom model for the zombies... Please...

I love path nodes I made them for pikmin. but how would you dynamically set them up so they link right

I love path nodes I made them for pikmin. but how would you dynamically set them up so they link right
you have more stuff then i thought

I would use brick names to link them. So it would work like this:

Spawn brick is given a name. For our purposes we will call it TheHorde.
Each brick in the path is given the name TheHorde_NUMBER, where number is some number.

So the brick names, in order, would look like this:
TheHorde (this is the spawn)
TheHorde_1
TheHorde_2
TheHorde_3

And so on.



And HellsHero, this stuff really isn't needed to start with, just basics first would be better.

I would use brick names to link them. So it would work like this:

Spawn brick is given a name. For our purposes we will call it TheHorde.
Each brick in the path is given the name TheHorde_NUMBER, where number is some number.

So the brick names, in order, would look like this:
TheHorde (this is the spawn)
TheHorde_1
TheHorde_2
TheHorde_3

And so on.



And HellsHero, this stuff really isn't needed to start with, just basics first would be better.
That is also quite possible.
But with this style you can have a path that goes 1 way.
Whereas Army's idea would make it possible to go multiple ways.
Not sure how useful that could be, but it is something worth considering i guess. :)

How about you just setup paths with events... ?
OnZombieSpawn -> Bot -> GotoPath [node1] [node2..3] [ x ]
The nodes would be brick names that you go through, then the check box is whether they get distracted by players before they reach their destination.

They want the zombies to spontaneously take the path, if they happen to see it.

Using events would be too hacky and difficult.

OnMinigameReset seems to not work in all circumstances.
That happened to me, but I restarted the minigame, joined it and it seemed to work.