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Working with Joe Foe Sniper on overpasses and in buildings. Have increased their
range to detect player and they do pickup and face player's motions, but when they shoot-it is on their height level and not down. Is there a way to script Joe Foe to snipe down at the player? The field division factor is something that is not clear to me yet. Thanks_giantrock73

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// joefoe's field of vision

obj.sight.sideFieldAngle=0;
obj.sight.lookFieldAngle=90;
obj.sight.sideFieldDivision=1;
obj.sight.lookFieldDivision=8;
obj.sight.distance=40000;
You can, the the feild division is how many rays it sends to check for the player.
But you can make it shoot down, I just thought of this, get the angle to the player then use the fire at offset command to fire to the player. I don't remember them right now, but they are in the docs Wink. The only problem is that the enemy won't aim towards you, we need Brian to add a way to rotate bones through script for that Wink.
I will check the documents and play with field division.
In the old Marathon engine-they down shots were pretty
serious-could hardly make it without getting blasted.

Is it possible to have an ID for a player or character bone
and the Joe Foe Sniper-hone in on this bone ID at any angle
in the portal? That is probably the same factor as honing in
on the player itself.

Will check back for any info on the bone rotation_Thanks
Yes, Brian HAS to add a core element of shooting down and up like in quake 2. The model doesn't have to rotate, but the shots need to shoot in the right direction.
In the weapon object documentation, found a hitAngle code, but still looking for
code for the first down shot as this seems dependent on the fist shot. This must
be the new code that has been written?


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obj.setting.hitBox=false)
damage integer (readonly); damage of last hit

hitPosition
x integer (readonly); x coordinate of last hit
z integer (readonly); z coordinate of last hit
y integer (readonly); y coordinate of last hit

hitAngle
x integer (readonly); x angle coordinate of last hit
y integer (readonly); y angle coordinate of last hit
z integer (readonly); z angle coordinate of last hit
What are you asking?
And again, Brian needs to add a way to rotate bones through scripts and also to rotate a bone when the mouse moves....
Quote:But you can make it shoot down, I just thought of this, get the angle to the player then use the fire at offset command to fire to the player. I don't remember them right now, but they are in the docs

Just was digging up what I could find on this in the documentation.

Thanks_giantrock73
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