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tslusny

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Posts posted by tslusny

  1. > Deathbeam your script is causing NPCs to jump from tile to tile instead of moving smoothly when in pursuit in EO3
    >
    > I installed this shortly after you posted was this one of the bugs found?
    >
    > is anyone else having this issue?
    >
    > my code contains this (eo3)
    >
    > EDIT- I commented out the following and all of its paired end ifs and elses.. seems to do the trick but not sure if it broke somthing else.
    >
    > So far seems good.. If any one who knows more then me( SO ANYONE) thinks this should be left in please let me know
    >
    > "'Gonna make the npcs smarter.. Implementing a pathfinding algorithm.. we shall see what happens.
    >
    > ' If IsOneBlockAway(TargetX, TargetY, CLng(MapNpc(MapNum).NPC(x).x), CLng(MapNpc(MapNum).NPC(x).y)) = False Then
    >
    > ' If PathfindingType = 1 Then"
    >
    > this is also above " ' Check if we can't move and if Target is behind something and if we can just switch dirs
    >
    > If Not didwalk Then
    >
    > If MapNpc(MapNum).NPC(x).x - 1 = TargetX And MapNpc(MapNum).NPC(x).y = TargetY Then
    >
    > If MapNpc(MapNum).NPC(x).Dir <> DIR_LEFT Then
    >
    > Call NpcDir(MapNum, x, DIR_LEFT)
    >
    > End If"
    >
    > could this be the issue i see no mention of this line in your tut

    In EO 3.0 there is already pathfinding lol ![:D](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/biggrin.png) But this one is better, so i recommend replacing it.

    > Just started working on this for one of my projects, saved me bunch of time thanks I'll let know when what I think of it/any bugs I may find when I get around to adding it.

    Good ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png)

    > I just applied this (the logic of it) to a VB.net project I was working on, I'll report back the results once i collect sufficient data to prove this works well with a mass swarm.

    In VB.net? Wow ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png)

    > Be sure to give a clear explination of what this does, not everyone knows what it is excluding myself. But make it noob friendly.

    It´s pathfinding, i think everyone will got what it is ![:D](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/biggrin.png)
  2. > A tamer class… that sounds strangely familiar... =o lol
    >
    > Anyway... This is stating to look really awesome! Can't wait to play!

    Yea, i gonna use that taming part from HoA engine and my own custom pet system (currently used in Prospekt) with some modifications. And thx ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png)

    **Howdy, Zombie:**

    _Btw showing here fluid day to night transition_

    ![](http://www.freemmorpgmaker.com/files/imagehost/pics/e715087d273407b45c6ac32442f173b1.png)
  3. > Deathbeam, in future, why don't you make sure the tutorial is working before you post it?
    >
    > All you need do is take a blank copy of EO or whatever engine this is for and try to implement it then fix any problems. It'd be a much better tutorial than doing a half-arsed job and having to update it ~8 times before it actually works; you can also make it much harder for people who use it before any fixes.

    Becouse i forgot that i changed names of listing constants and i thought it will 100% work ![:D](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/biggrin.png)
  4. > Yes :-)
    >
    > I know how to do an Tutorial haha but still walking not much or most just wait till i get in the way of them

    This is pathfinding, not new NPC AI ![:D](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/biggrin.png) They will be smart only when they will try to kill you, and not when they are hanging around
  5. > For me its working but the NPC most just stand and wait what makes easy to run away xD

    And do you deleted this?

    > This delete? srry for my noob question ; d
    >
    > ```
    >
    > i = Int(Rnd * 5)
    >
    > ' Lets move the npc
    >
    > Select Case i
    >
    > Case 0
    >
    > ' Up
    >
    > If MapNpc(mapnum).Npc(X).y > TargetY And Not DidWalk Then
    >
    > If CanNpcMove(mapnum, X, DIR_UP) Then
    >
    > Call NpcMove(mapnum, X, DIR_UP, MOVING_WALKING)
    >
    > DidWalk = True
    >
    > End If
    >
    > End If
    >
    > ' Down
    >
    > If MapNpc(mapnum).Npc(X).y < TargetY And Not DidWalk Then
    >
    > If CanNpcMove(mapnum, X, DIR_DOWN) Then
    >
    > Call NpcMove(mapnum, X, DIR_DOWN, MOVING_WALKING)
    >
    > DidWalk = True
    >
    > End If
    >
    > End If
    >
    > ' Left
    >
    > If MapNpc(mapnum).Npc(X).X > TargetX And Not DidWalk Then
    >
    > If CanNpcMove(mapnum, X, DIR_LEFT) Then
    >
    > Call NpcMove(mapnum, X, DIR_LEFT, MOVING_WALKING)
    >
    > DidWalk = True
    >
    > End If
    >
    > End If
    >
    > ' Right
    >
    > If MapNpc(mapnum).Npc(X).X < TargetX And Not DidWalk Then
    >
    > If CanNpcMove(mapnum, X, DIR_RIGHT) Then
    >
    > Call NpcMove(mapnum, X, DIR_RIGHT, MOVING_WALKING)
    >
    > DidWalk = True
    >
    > End If
    >
    > End If
    >
    > Case 1
    >
    > ' Right
    >
    > If MapNpc(mapnum).Npc(X).X < TargetX And Not DidWalk Then
    >
    > If CanNpcMove(mapnum, X, DIR_RIGHT) Then
    >
    > Call NpcMove(mapnum, X, DIR_RIGHT, MOVING_WALKING)
    >
    > DidWalk = True
    >
    > End If
    >
    > End If
    >
    > ' Left
    >
    > If MapNpc(mapnum).Npc(X).X > TargetX And Not DidWalk Then
    >
    > If CanNpcMove(mapnum, X, DIR_LEFT) Then
    >
    > Call NpcMove(mapnum, X, DIR_LEFT, MOVING_WALKING)
    >
    > DidWalk = True
    >
    > End If
    >
    > End If
    >
    > ' Down
    >
    > If MapNpc(mapnum).Npc(X).y < TargetY And Not DidWalk Then
    >
    > If CanNpcMove(mapnum, X, DIR_DOWN) Then
    >
    > Call NpcMove(mapnum, X, DIR_DOWN, MOVING_WALKING)
    >
    > DidWalk = True
    >
    > End If
    >
    > End If
    >
    > ' Up
    >
    > If MapNpc(mapnum).Npc(X).y > TargetY And Not DidWalk Then
    >
    > If CanNpcMove(mapnum, X, DIR_UP) Then
    >
    > Call NpcMove(mapnum, X, DIR_UP, MOVING_WALKING)
    >
    > DidWalk = True
    >
    > End If
    >
    > End If
    >
    > Case 2
    >
    > ' Down
    >
    > If MapNpc(mapnum).Npc(X).y < TargetY And Not DidWalk Then
    >
    > If CanNpcMove(mapnum, X, DIR_DOWN) Then
    >
    > Call NpcMove(mapnum, X, DIR_DOWN, MOVING_WALKING)
    >
    > DidWalk = True
    >
    > End If
    >
    > End If
    >
    > ' Up
    >
    > If MapNpc(mapnum).Npc(X).y > TargetY And Not DidWalk Then
    >
    > If CanNpcMove(mapnum, X, DIR_UP) Then
    >
    > Call NpcMove(mapnum, X, DIR_UP, MOVING_WALKING)
    >
    > DidWalk = True
    >
    > End If
    >
    > End If
    >
    > ' Right
    >
    > If MapNpc(mapnum).Npc(X).X < TargetX And Not DidWalk Then
    >
    > If CanNpcMove(mapnum, X, DIR_RIGHT) Then
    >
    > Call NpcMove(mapnum, X, DIR_RIGHT, MOVING_WALKING)
    >
    > DidWalk = True
    >
    > End If
    >
    > End If
    >
    > ' Left
    >
    > If MapNpc(mapnum).Npc(X).X > TargetX And Not DidWalk Then
    >
    > If CanNpcMove(mapnum, X, DIR_LEFT) Then
    >
    > Call NpcMove(mapnum, X, DIR_LEFT, MOVING_WALKING)
    >
    > DidWalk = True
    >
    > End If
    >
    > End If
    >
    > Case 3
    >
    > ' Left
    >
    > If MapNpc(mapnum).Npc(X).X > TargetX And Not DidWalk Then
    >
    > If CanNpcMove(mapnum, X, DIR_LEFT) Then
    >
    > Call NpcMove(mapnum, X, DIR_LEFT, MOVING_WALKING)
    >
    > DidWalk = True
    >
    > End If
    >
    > End If
    >
    > ' Right
    >
    > If MapNpc(mapnum).Npc(X).X < TargetX And Not DidWalk Then
    >
    > If CanNpcMove(mapnum, X, DIR_RIGHT) Then
    >
    > Call NpcMove(mapnum, X, DIR_RIGHT, MOVING_WALKING)
    >
    > DidWalk = True
    >
    > End If
    >
    > End If
    >
    > ' Up
    >
    > If MapNpc(mapnum).Npc(X).y > TargetY And Not DidWalk Then
    >
    > If CanNpcMove(mapnum, X, DIR_UP) Then
    >
    > Call NpcMove(mapnum, X, DIR_UP, MOVING_WALKING)
    >
    > DidWalk = True
    >
    > End If
    >
    > End If
    >
    > ' Down
    >
    > If MapNpc(mapnum).Npc(X).y < TargetY And Not DidWalk Then
    >
    > If CanNpcMove(mapnum, X, DIR_DOWN) Then
    >
    > Call NpcMove(mapnum, X, DIR_DOWN, MOVING_WALKING)
    >
    > DidWalk = True
    >
    > End If
    >
    > End If
    >
    > End Select
    >
    > ```
  6. > Heh, what I said about the torch getting weird on some sprites…
    >
    > Anyway...try to keep original, "zombie fields" could have some other name.

    Yea, but it is looking pretty good ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png) But if you can make a little bit bigger ones, becouse this is barely visible ![:D](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/biggrin.png)

    And that´s just demonstration map ![:D](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/biggrin.png)
  7. > Wow, this game is great that far!!
    >
    > Strongest torch, eh? some kind of creepy ![;)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/wink.png)
    >
    > I like the sprites!!
    >
    > Maybe add a class unlocked at mainchar lvl 40 (something like that) which will be necromancer (Can tame/summon undeads/walkers)
    >
    > Typo at 'till'
    >
    > EDIT: Forgot to say that is wanna play…now ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png)
    >
    > EDIT EDIT: Ahh, i'm so messy, did i tell you that PvP all around the game would be great?

    Zombie tamer can.. tame zombies ![:D](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/biggrin.png) But that is not finished yet, so i am not giving more details ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png)

    For PvP Maybe, but for that i must make many modifications for PvP system to e less.. distracting for new players ![:D](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/biggrin.png)
  8. > share yes pls

    Sorry but no ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png) It´s my system, i sold copy of my source with it to Bug, but without my permission he can´t share it. Maybe i will decide to share it sometimes, but not now ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png)
  9. **This is getting creepier and creepier:**

    _This is for now strongest torch in-game, other ones emmit less light ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png)_

    _![](http://www.freemmorpgmaker.com/files/imagehost/pics/0047b11542f843b1aa707dbd09a8f8c3.png)_
  10. > Good?
    >
    > ```
    >
    > Public mapMatrix() As mapMatrixRec
    >
    > ```
    >
    > Variable not defined
    >
    > ```
    >
    > PlayerWalking
    >
    > ```
    >
    > Please Fix this all Pathfinding

    Uploaded new modPathfinding

    That your 1 to MAX_MAPS issue are still here, so just repeat what you did, becouse you have older MC so you do not have MAX_MAPS constant
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