:hmph:
So your point is, other people have done it so it must be easy?
:hmph:
So your point is, other people have done it so it must be easy?
Didn’t Half Life 2, Unreal Tournament 2003/4, Halo 2, and Doom 3 all come out in 2004 or 2003? Didn’t they all have ragdolls? I think Warhammer 40k Fire Warrior was far from one of the first to have ragdolls…
all those games came out after Fire warrior.
I feel special. ArmA? Arma2? Wut? Do I have less of a life than my life-lackingness previously had?
In serious response to the question of what the hecu should do with a player-owned trip-mine, i think it should depend on the difficulty setting.
Hard - Runs to safe distance and shoots at it
Medium - Shoots at it from any distance
Easy - Be real men and take the pain
However, when the mine is placed in locations not visible (Behind a box or something), they keep moving towards it until it is in vision, then they take a few more steps forward before carrying out one of the above actions.
Yeah, what Xilef said is basically what I was trying to say.
I’d say that all three should happen on all difficulty levels, but the chances of his “Hard” choice occuring on easy would be low, on medium would be medium, and on hard would be high. The medium choice would have an equal chance of happening on all difficulties, and the “easy” choice would be most common on easy, and least common on hard.
Like… if I were coding extremely simple ai (as we’ve been doing in class), I’d set it up so that after a soldier “notices” a tripmine, a varying time-frame goes by (longest on easy, shortest on hard), and then, now that they have become “aware” of it, they make a “choice” on what to do, following the constraints above.
The result of this would be that on easy, a soldier sees a trip mine, and may not even become “aware” of it until he’s already passed it, or may become “aware” a few feet short, and (because of statements above) it would still be most likely that he continued through the tripmine. Although on easy, there would be a much lower chance of the soldier noticing, becoming aware, and then deciding to back off and shoot it. Contrarily, on hard mode, soldiers would become aware fastest, and then be least likely to choose to kamikaze through.
Oh, I have a quick request. There is the AI dynamic interaction system in black mesa, yes? I think it’d be cool if headcrabs could jump onto scientist/guard heads, and the scientist/guard would struggle and fall dead, with a headcrab raping their head.
remember this?
https://www.youtube.com/watch?v=90Fi8MSBAGg
and this?
https://www.youtube.com/watch?v=P3ClqpitpzM&NR=1
Metroid Prime.
Not according to the post I quoted, which said it came out in '05.
Even so, they were wrong. Fire Warrior came out in late '03
:hmph:
Rather than dynamic interaction of the AI, it’s a scripted sequence. (that’s why you don’t see headhumping very often).
i know this a couple pages back, but this made me think of call of duty, where every enemy is a all-star outfielder.
And can somehow run around carrying truckloads of grenades with them everywhere.
Grenade Pouches?
That carry 387502580934802840324 grenades in them?
Maybe instead of having a «noticing algorithm» that dictates when the NPC reacts, there could be simply a random multiplicator, every delta t amount of time, that dictates if the NPC sees the trip mine and acts upon it, thus changing its state. The algorithm would only take place when the trip mine is in the NPC’s field of vew. The random multiplicator would change according to the difficulty, and would only mean changing a few variables to test the playability.
The actual action the NPC takes is a hell of a lot of work but the trigger doesn’t have to be complex.
Does my suggestion make sense? The little programing experience I have tells me its doable, but There has to be a decent solution!
there’s only like, 10 max. Them tactical vests can carry a lot of shit.
Gabzoman, what you just said is basically what I was saying. I just took it one step beyond “notice or not” and went into “Okay, now what?”
But yeah, that would be cool. But whatever the devs do is COOLER, even if they do NOTHING. it’d still be COOLER, cuz me seeing it would mean that BLACK MESA was RELEASED. adn that CAPSLOCK IS CRUISE CONTROL FOR COOL!!!
They should use magic.
Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.