Jump to content

Applying different activities to different classes?


Cirevam
 Share

Recommended Posts

I'm looking through the Pilot.ae file and noting all of the different activities. Since vehicles and buildings obviously use some of them like Activity_Stand and Activity_Route, perhaps we could code different activities into vehicles or buildings. The main ones I'm thinking of are Activity_FireLaser, Activity_Reinforce, and Activity_Dynamite.

FireLaser is what raiders do when shooting at monsters, so does that mean vehicles could use that same AI? Seems highly doubtful, but worth a try.

Reinforce is obviously what raiders do when reinforcing a wall. Having a vehicle dedicated to reinforcing walls would be better because they don't get slowed over rubble and we can make it take less damage from landslides.

Dynamite is what raiders do when placing dynamite. If that STT carrying the dynamite is just a glitch, perhaps we could make it a feature.

Also note the activities for when Pilots are driving the vehicles. Maybe we could do something with this:

	;ON SMALLTRUCK

Activity_SMALLTRUCK DriveST
Activity_StandSMALLTRUCK StandST

Since buildings have levels sorta like Pilot and the vehicles do, but don't have the 0000 format, would it be possible at all to have a building change appearance at different levels? I think this might be out of our league.

I'm thinking that some of these, at least FireLaser on vehicles/buildings and different appearances at different levels would be good for ORR if we can't get them working in LRR. The different appearances would be really helpful in a 2D environment where it might not be immediately apparent if a building is upgraded or not.

Link to comment
Share on other sites

Addictgamer

Great discovery Cirevam.

I think that it is very possible to do so.

Maybe even make rock monsters sort of a civilization you fight against. :D

And, it would be helpful not only in a 2D environment, but a 3D one too.

Link to comment
Share on other sites

What in the world is TRIGGER?

	Shoot {		
FILE VLP_SB_Hlaser
TRANSCOEF 0.0
LWSFILE TRUE
TRIGGER 13
}

Regardless, I added the FireLaser activity to OnSmallTruck, so I'll see if that does anything. I'll report back if it doesn't crash the game.

Edit: Didn't do jack. I'll have to add the activity to a vehicle itself, not the Pilot, and see if that does anything. I just want to make the vehicles go towards monsters on their own at the very least.

Link to comment
Share on other sites

Trigger might be the reload time. 1500 is a minute, and a second is 25, and the reload time is less than a second, so it might be that.

Link to comment
Share on other sites

When testing what purple high poly crystals looked like in Back To Basics, I encountered something very strange. Slimy Slugs invade, I turn on Action Stations, Raiders fire their pusher beams. But when I turn Action Station off, sometimes the slug near the Tool Store gets hit and I hear beam fire. I had a STT in the level, but its driver didn't seem to have a beam, and the damage happened well after I turned Action Stations off. So where did this damage come from? I have an idea, and I'm going to have to find out.

Link to comment
Share on other sites

 Share

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.