i need a cog that does this
-The Cog Starts when Walkplayer enters specified sector 1
-The Cog generates enemy1 at thing1
-The enemy then walks to thing2
-The enemy then follows a set of frames over and over again (so he looks like he is patrolling)
-if he sees you he stops the patrol to chase you
-if he dies the cog starts all over again creating enemy1 ...
-The loop ends when Walkplayer enters specified sector 2
this is what i came up with sofar
first of all the thing doesn't work. i am not very good with links so that might be the problem. second of all i can't figure out how to get the enemy to follow frames since he isn't created until the player enters sector1 i need help on this asap this is extremely aggravaiting and would like to get it solved soon
-The Cog Starts when Walkplayer enters specified sector 1
-The Cog generates enemy1 at thing1
-The enemy then walks to thing2
-The enemy then follows a set of frames over and over again (so he looks like he is patrolling)
-if he sees you he stops the patrol to chase you
-if he dies the cog starts all over again creating enemy1 ...
-The loop ends when Walkplayer enters specified sector 2
this is what i came up with sofar
Code:
# ROX Cog Script # # ENEMYPATHGENERATOR.COG # # Creates enemy and has him follow frames until player is seen. # #[Han5678] symbols thing player local thing ghost1 thing ghost2 thing enemy local template enemy sector sector1 linkid=1 sector sector2 linkid=2 int cur_num=0 local int cur_alive=0 local int generate_num=1 local int max_alive local message startup message entered message pulse message killed message sighted end # ======================================================================================== code starup: player = GetLocalPlayerThing(); return; # ........................................................................................ entered: if (GetSenderId() == 1) //if it is first sector create player { SetPulse(1); } else if (GetSenderId() == 2) // if it is second sector kill him and call it a day { DestroyThing(enemy); SetPulse(0); } return; # ........................................................................................ pulse: if((cur_alive < max_alive)) //see if we have room for one more enemy { enemy = CreateThing(enemy, ghost1); // if so create him and make it so we can't have any more CaptureThing(enemy); // enemies cur_num = cur_num + 1; cur_alive = cur_alive + 1; if(cur_num >= generate_num) SetPulse(0); } return; # ........................................................................................ killed: cur_alive = cur_alive - 1; //if he is killed set pulse to replace him SetPulse(1); return; # ........................................................................................ sighted: StopThing(enemy); //if the player sees him stop the enemy and make him go after player AISetInterest(enemy,player); return; end
first of all the thing doesn't work. i am not very good with links so that might be the problem. second of all i can't figure out how to get the enemy to follow frames since he isn't created until the player enters sector1 i need help on this asap this is extremely aggravaiting and would like to get it solved soon
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