Author Topic: Chrisbot6's Renderman Mod - v3 Prototype (ALL FIXED)  (Read 17123 times)


No flinging...
Jesus, how many of my Add-ons are causing this?!
I do think it would be a cool feature to add though, a new Renderman type that would pull you in...
(Although the spawn rate of this Render would be a lot more rare than others)
I'll try experimenting and get this to stop.



doesn't make sense without it
It would mean rendermen are present all the time - even when the mod is disabled and/or the map is set to day.
It would mean that even if they were invisible, players would be able to collide with them.
It would mean that half of the script would need to be changed - the AI, the RMOD loop and the CanSee component on the player.

Sense?

Started working on this again.
Code: [Select]
- Added variable Renderman Limit (1-5)

- Added pref changing events (Admin-Only):
  o SetRendermenEnabled
  o SetRendermanAgro
  o SetRendermanSpawnRate

- Fixed leftover renderman bug

- Nerfed the detector again

- Reduced console message spam

I still need a decent trailer video, also I'm going to be hosting the gamemode version soon - i've got a map in the works.

The events mean you can make the renderman get more dangerous on note pickup and such. I also got it working with DayCycle events on TrainLand yesterday.
« Last Edit: March 19, 2013, 04:54:20 AM by chrisbot6 »

i found a glitch(if it is a glitch). renderman stalks sentrys but when he does it creates a standard bot at the sentry.

This is due to the fact that sentry objects have a "client" for ownership purposes. (%sentry.client) Since Rendermen use this variable's existance to tell if they're targeting a player, I'd have to get in contact with Bushido to fix this.

Wait, got an idea

It would mean rendermen are present all the time - even when the mod is disabled and/or the map is set to day.

that's not what I meant
only when the mod is active

It would mean that even if they were invisible, players would be able to collide with them.

make them navigate away from players?

It would mean that half of the script would need to be changed - the AI, the RMOD loop and the CanSee component on the player.

this is a good thing

that's not what I meant
only when the mod is active

make them navigate away from players?

this is a good thing
Seriously, it's better the way it works now. The console echos are temporary, and I'm looking into making rendermen unkillable.

Wait, unkillable? Can you make that an RTB pref?

I got a suggestion: Everytime the door cracking sound occurs, it will trigger an event that causes a random door to open (If the map does have doors).

Bug report: I noticed that if Rendy is behind you and the detector is going apestuff, if you look directly up or down, whether or not you can actually see him, it counts as you 'seeing' him and you get static'd and die.

If I wasn't scared I'd record a trailer video

EDIT: I've recorded this, click the gif to goto the video, go to a video downloading site to get it and use it for the start of a renderman trailer.
« Last Edit: March 20, 2013, 02:36:23 AM by Klocko² »

Well I was In a house and starring in a corner so I wouldn't die and every body else in the house died and renderman just cept standing be hind me and staring at me can this be fixed some how? I tryed setting Agro and spawn to minimum but that dident help


But this is a very good mod
« Last Edit: March 21, 2013, 01:44:03 PM by Fireheart »



Something I made in like 5 minutes. Plan to use this in a trailer for Renderman as soon as I finish a map that I'll use with it.

I know it's bad, I'm not good at GIMP, lol