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ForumsCog Forum → AI generation cog (SP)
AI generation cog (SP)
2003-02-25, 1:35 PM #1
I would like a cog that will continue to generate an AI template at a certain ghost position, as long as the player is in one of 10 sectors. Thanks in advance..

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Restless 2

Sanctum de la Mort
2003-02-25, 2:29 PM #2
Commented for your sexual pleasure.

Code:
# Simple actor generator.
#
#02/2003 GBK
Symbols
Message Startup
Message Pulse

Thing Ghost
Template Type
Sector Sec0
Sector Sec1
Sector Sec2
Sector Sec3
Sector Sec4
Sector Sec5
Sector Sec6
Sector Sec7
Sector Sec8
Sector Sec9
Flex Rate=5
Int I=0				Local

End
Code
Startup:
Setpulse(Rate);  //On startup, start the pulse.
Stop;

Pulse:
For(I=0;I<10;I=I+1) 		//Loop through the sectors..
If(Getthingsector(JKgetlocalplayer()) == Sec0) //And if the player is in one of them,
Creatething(Type, Ghost);		//Create an AI.
Stop;
End


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Createthingatpos(GBK, 0, '0 0 0', '0 0 0');

[This message has been edited by GBK (edited February 25, 2003).]
And when the moment is right, I'm gonna fly a kite.
2003-02-25, 4:11 PM #3
Thanks GBK. By the way, i need your help here.

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Restless 2

Sanctum de la Mort
2003-02-25, 4:23 PM #4
Uh oh, big problems. It works perfectly, but 95% of the generated AI's are invisable!

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Restless 2

Sanctum de la Mort
2003-02-25, 10:57 PM #5
Is the ghost set to invisble? Remember, when using 'Creatething', the child object inherits all properties from the parent...

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Createthingatpos(GBK, 0, '0 0 0', '0 0 0');
And when the moment is right, I'm gonna fly a kite.
2003-02-26, 11:41 AM #6
Me calls Ghostbusters.....
Sylvicolus JK homepage
If I have ever made any valuable discoveries, it has been owing more to
patient observation than to any other reason. -Isaac Newton

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