Weekly Update! 1/27/07
Sorry this got out a little late. I got a little busy on Sunday, but, here goes.
UPDATES:
Well, that does it. I'm gonna try to get ACCM 1.2 out by next weekend. See ya! :wave:
UPDATES:
- SENTINELS
Yes, we've finally got the sentinels up and going for the next release. Unfortunately, their shots don't compensate for moving targets very well (I'm gonna try to fix that). I haven't fully implemented a deployable for them yet, so, they're still in the development stage (I might release them regardless). - BOT ZOMBIES
We're probably gonna drop support for this, however, I might use them for the zombie gametype. These are zombies made from bots. They're a little harder to kill than regular zombies since they jump around. Also, if the map supports a navigation graph, they'll be smarter in movement, too. Right now, we only have regular zombies for the bot zombies. - CAPTURE PACK
The capture pack will let you capture all deployables on a certain frequency or radius. More about this will come... - TANK AI
I'm not quite done with this yet, however, I plan on making a tank ai (and maybe even a er AI). - AUTO UPDATER
This will be a client script for those who want it. The auto update checks your current version and compares it to the current version specified online. If they don't match and the mod version is more than your current version, then it downloads the new version, ready for you to install. This actually has been made, however, all I need it just a nice GUI to go with it. - LOTS OF UN-EXCITING THINGS
Well, that does it. I'm gonna try to get ACCM 1.2 out by next weekend. See ya! :wave:
Comments
you know, just a thought i had.
I think a "survival of the fittest" gametype would be good for the new cap switch, 2 teams and a whole lot of zombies!
Yah.. just... get rid of the bot zombies... zombs are fine the way they are... (replace ZspawnPack.cs with a different one )
and no.. the cap pack doesn't capture things on a certain "freq" stop fucking with my code.
>:(
Let me find it.
%bot.aimAt(%target.player.getposition(), 1000);
That just aims at that coordinate continually. Since the bot shoots at a set of moving coords, it's a triffle hard to keep the bot shooting at the target if the coords are not updated every 100ms. What Eolk wants to do is get the bot to shoot ahead of the target coords and let the target run into the tracers.
it's a simple formula to find how much further ahead of the target.
D = v*t (i think... it's been a while)
You could do that.... or you could do the correct thing and have it shoot ahead of the target depending on it's velocity.
Projectiles was actually a chapter of my Physics class last year.
What speed did it hit you at?
You solve for both direction, and temporal magnitude, which creates the vector that will intercept the target.
d = v*t can be switched around and can find just about thing you want (you'll have to add some stuff, but you get what i mean)
(with any luck, you wont UE)