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User talk:Iritscen: Difference between revisions

m
typo in code
(Thanks + reply)
m (typo in code)
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Thank you for report, Gumby. Yes, I know about playback solution, that way of solving this problem works quite fine. Point of this BSL idea was that it requires only scripting, no files changed.
Thank you for report, Gumby. Yes, I know about playback solution, that way of solving this problem works quite fine. Point of this BSL idea was that it requires only scripting, no files changed.
: But if we have to end up with changing files, then we can modify CHAR as well, adding trigger of the function *heal_mechanicsXX.name_of_ai2_written_here* into CHAR when character is hurt. XX represents number of the healing group. If I recall correctly, engine takes "''name_of_ai2_written_here''" as string parameter of the function *heal_meachanics*.
: But if we have to end up with changing files, then we can modify CHAR as well, adding trigger of the function *heal_mechanicsXX.name_of_ai2_written_here* into CHAR when character is hurt. XX represents number of the healing group. If I recall correctly, engine takes "''name_of_ai2_written_here''" as string parameter of the function *heal_mechanics*.


: About that XX - enemies have various health levels, but we can see some of them have quite similar max health levels (+/- 25 HP). So my idea is - we have groups of CHARacters, which share same version of heal_mechanicsXX function, labeled by its number (saves space). These CHARacters have similar max health levels and have exactly the same amount of hypos they can use.
: About that XX - enemies have various health levels, but we can see some of them have quite similar max health levels (+/- 25 HP). So my idea is - we have groups of CHARacters, which share same version of heal_mechanicsXX function, labeled by its number (saves space). These CHARacters have similar max health levels and have exactly the same amount of hypos they can use.
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::{
::{
:: '''chr_wait_health''' (''ai_name'', value_of_approximate_half_of_max_HP_for_this_group_members)
:: '''chr_wait_health''' (''ai_name'', value_of_approximate_half_of_max_HP_for_this_group_members)
:: '''playback''' (''ai_name'', name_of_hypo_trigger_[[FILM]]_file, fromhere)
:: '''chr_playback_block''' (''ai_name'', name_of_hypo_trigger_[[FILM]]_file, fromhere)
::}
::}


:This function would be triggered by members of heal_mechanics01 (they have writen it in their CHAR file, under "hurt" trigger). When called, it takes name of the CHAR as a parameter and then waits until this CHAR's HP drops around 1/2 (value is set maually in the script). Then it calles hypo using FILM for this CHAR.
:This function would be triggered by members of heal_mechanics01 (they have writen it in their CHAR file, under "hurt" trigger). When called, it takes name of the CHAR as a parameter and then waits until this CHAR's HP drops around 1/2 (value is set maually in the script). Then it calles hypo using FILM for this CHAR.
: Nice, isn't it? --[[User:Loser|Loser]] 18:29, 17 March 2009 (UTC)
: Nice, isn't it? --[[User:Loser|Loser]] 18:29, 17 March 2009 (UTC)
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