Poll

Angels mock first dead's voice?

Yes
No

Author Topic: Weeping Angels - Poll added  (Read 7776 times)

Sadly, yes
I would help, only if I knew when you were on.
I would like to help you.

Mk, ill be on tommorow so ya, also i like the way that tardis looks, i may add it in a room (of course to where you cant drive it)


Zealot or someone with a Z in their name pulled this off a while ago, i was there to see it.

lemme see if i can find a screenshot, i know i took a couple

must've been deleted, i can't find a thing.
I hosted something like this using a script I extracted from Fluffy's SCP Mod.
The angels would pile ontop of eachother and bug out since their collision was off.

oh god i didnt realize this was 2 days old

I can give you the Weeping Angels script that I never really finished up/added pathfinding to.

Mk, ill be on tommorow so ya, also i like the way that tardis looks, i may add it in a room (of course to where you cant drive it)
Sorry didn't check post so I missed my chance.

I'm guessing that gif will be edited when the weeping angels are done?

Bump.

Looking for another scripter, as ottosparks couldnt figure out how to do it~

I'm guessing that gif will be edited when the weeping angels are done?
ya, and i would have to remake it anyway, it sucks lol

Looking for another scripter, as ottosparks couldnt figure out how to do it~
i know how to do it, i'm just completely uninspired to do so lol

didn't want to continue to commit to something i knew i wouldn't do

so uh.. what does the scripting involve? It sounds like a lot of work.

Here's what you could do it like:

Scatter nodes across your map and run a constant schedule.
In that schedule, do something like the following:

if angel.nobody_looking
    path = find path over nodes from angel location to a chosen target with a travel distance limited based on time since angel.nobody_looking_start

    if some players can see angel
        teleport angel to last point in path
        angel.nobody_looking = false
        angel.nobody_looking_start = 0

    otherwise, if path reached target
        teleport angel right behind target
        kill target or teleport target to proper "timeless" location

otherwise, if no players can see angel
    angel.nobody_looking = true
    angel.nobody_looking_start = current elapsed game time in seconds


EDIT: This would cause a quick noticeable teleport effect right after you turn. Instead, every time the latest node you can get to changes, teleport it to that node. And to make it even better, start the path from there instead too. Although, for the best performance, you should just compute the path once when everybody starts to look away.
« Last Edit: February 18, 2013, 02:58:55 PM by Port »

The first time I came to the server, nobody was on and it was dark. I thought I would find something scary there...

Here's what you could do it like:

Scatter nodes across your map and run a constant schedule.
In that schedule, do something like the following:

if angel.nobody_looking
    path = find path over nodes from angel location to a chosen target with a travel distance limited based on time since angel.nobody_looking_start

    if some players can see angel
        teleport angel to last point in path
        angel.nobody_looking = false
        angel.nobody_looking_start = 0

    otherwise, if path reached target
        teleport angel right behind target
        kill target or teleport target to proper "timeless" location

otherwise, if no players can see angel
    angel.nobody_looking = true
    angel.nobody_looking_start = current elapsed game time in seconds

well iv got no idea how to script, so i wouldn't be able to implement it anyway :/

well iv got no idea how to script, so i wouldn't be able to implement it anyway :/

That was mostly directed towards whoever is coding this.

That was mostly directed towards whoever is coding this.
Nobody is atm