Author Topic: FraggleBrain  (Read 4750 times)

Offline The Green Avenger

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Re: FraggleBrain
« Reply #15 on: November 12, 2010, 05:29:14 PM »
If it was a variable, it should return a broken script because it had not been declared.  It does something, since it returns a value, but it doesn't return the engine variable.
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Offline MajorSlime

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Re: FraggleBrain
« Reply #16 on: November 12, 2010, 09:38:38 PM »
I mean, its an engine variable (as in, built in somewhere in the engine), thats not really meant to be used.
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Offline HyperStandard

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Re: FraggleBrain
« Reply #17 on: December 12, 2010, 10:11:03 PM »
Depending on how fragglescript works, gameskill may be a pointer to the gameskill() function or something like that.

This is a cool idea though. Do you mind if I steal it for (possible) inclusion in the mod I'll never finish?
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Offline The Green Avenger

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Re: FraggleBrain
« Reply #18 on: January 21, 2011, 11:12:04 AM »
I think I already stated that that was the case.  :P  As far as stealing it, that would imply that I've actually had time to hammer out the bugs.  Not that it isn't fun to get swarmed by hordes of Communi, but I am trying to get a little more out of this.

That said, I think tricking the computer into doing something I heard about Half-Life: Black Mesa (An always coming, never here mod of Half Life 2).  They use it for the cockroaches that appear everywhere in Half-Life; it's called ray tracing.  They apparently have the cockroach determine its movement by sending out "rays" that determine how far they are from the wall.  While I do not have a working function to tell if something spawns outside, I could rig it to send out "rays" in all directions for me (actually would be rapidly spawning and removing whatever monster we were checking for), to determine how far from Chexter a flemoid of a particular type could safely spawn.  This might work because I have a function that will correctly determine if a creature is stuck in a wall/other object.  From there it would just be a matter of telling the computer to only spawn monsters between Chexter and the wall, effectively solving my problem.

In theory, anyway.
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