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ForumsCog Forum → How would i make an enemy attack a structure?
How would i make an enemy attack a structure?
2001-01-09, 11:25 AM #1
Is there a cog to use for doing that? I'm planning on having the enemy attack a shield generator...
I am lost and could care less if someone finds me.
2001-01-09, 12:51 PM #2
You can do it in a scripted way such as having the character appear to attack the structure by playing a key when the player crosses an adjoin, enters a sector, etc. If the structure (or part of it) were a 3do, you could then after a specified time have the 3do replaced by a different "damaged" 3do.

Of course, if you want the character to really attack it, you'll have to monkey with the AI, which could be a considerable task. I've never seen it done.

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"Dead Reckoning and now Dead Reckoning 2"
Dead Reckoning
2001-01-09, 5:15 PM #3
AISetFireTarget(Enemy, victim);
that will make your enemy fire at "victim"
i assume untill it is destroyed...not sure though, if not you would want to put it in a pulse or somthing
I'm just an old man with a skooma problem.
2001-01-10, 10:32 AM #4
is this a cog that i just add? Seems easy enough.
I am lost and could care less if someone finds me.
2001-01-11, 7:26 AM #5
i'm confused, is aisetfiretarget a cog or a .ai or something i need to modify in the .ai?
I am lost and could care less if someone finds me.
2001-01-11, 7:29 AM #6
[http://forums.massassi.net/html/rolleyes.gif]
AISetFireTarget(Enemy, victim);
is a cog verb, something that you put in a cog..


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Together we stand.
Divided we fall.
2001-01-11, 11:00 AM #7
would i be able to put this into the aiframepatrol cog then? which cog would i put this under?
I am lost and could care less if someone finds me.
2001-01-13, 1:38 PM #8
make your own. like so:
Code:
symbols
thing enemy
thing target
message startup
end
code
startup:
AISetFireTarget( enemy, victim );
return;
end


replace startup in both cases with the message of your choice. I think the syntax is correct, but I havent cogged in a while so it might need some adjustments... [http://forums.massassi.net/html/frown.gif]

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cogs dont kill people. people kill people...

[url="mailto:no_oneatall@hotmail.com"]mailto:no_oneatall@hotmail.com[/url]no_oneatall@hotmail.com</A>
ICQ 81116825
===========================================
Evil Cog master of the Western TC!
cogs dont kill people. people kill people...

mailto:no_oneatall@hotmail.comno_oneatall@hotmail.com</A>
ICQ 81116825
==============================================
((Evil Cog Master))
2001-01-13, 11:43 PM #9
If its for jk theres a cog that makes an enemy attack a pedestrain....so when u fill in the thing numbers put the thing number for the structure where u would normally put the pedestrains in!


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Stormie
Stormie
2001-01-16, 12:04 PM #10
i gotta try that. I figured out how to make the enemy friendly, kindof, it doesn't actually 'die' though. see the main editing forum to see if you can help me there.
I am lost and could care less if someone finds me.
2001-01-17, 4:59 AM #11
just use 00_aiturncoat.cog. It's a mots cog, but im sure there's an equivilant for jk.

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"The Answer to everything...Life, the Universe, and Everything, is...42!"
--Deep Thought
Hitchhiker's Guide to the Galaxy
"The Answer to everything...Life, the Universe, and Everything, is...42!"
--Deep Thought
Hitchhiker's Guide to the Galaxy

Project Leader of RemRan Productions
2001-01-17, 9:44 AM #12
this level's for mots.
I am lost and could care less if someone finds me.

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