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TauTrumpsPi 04-03-2011 05:41 PM

Game help?
 
So I have a shooting game with a gun that I have a few questions about how to do things

1. Is there an easier way to make it so the bullet kills the target instead of going through each target and saying
If bullet is within (distance) of (target)
Target (Disapear)
do nothing

Something so I don't have to do that for each target

2. Make a gun that has more than 1 shot before reloading. Right now I have
bullet set vehicle to world
Bullet move forward .1 duration .00001 (loop amount of times for correct range)
bullet set vehicle to gun 0 seconds
Bullet move to gun 0 seconds
bullet orient to gun 0 seconds

So I want a way to make the bullet move faster, and was wondering if I could just have a singular move command instead of a continuous small movements. Would the system still recognize the bullet is within a distance of the target? I use Alice 2.0, because that is what my class uses. I also want to make it a six shot, and was thinking of using a variable that goes up 1 every time the gun is fired and then at 6 resets to zero and does the reload method, but I can't figure out how to make it so the gun won't fire during the reload and the bullet needs to move faster to be reset into the gun so that it can be fired soon after shot.

I'm still kind of new at this, so please make your responses somewhat simplified. Thank you!:)

debussybunny563 04-03-2011 05:56 PM

[SIZE="2"]You might want to check this thread out: [URL="http://www.alice.org/community/showthread.php?t=4861"][SIZE="2"]http://www.alice.org/community/showthread.php?t=4861[/SIZE][/URL]

It disposes of the need for a bullet at all.

I believe most of the information is on the thread, but if you have any questions, feel free to ask.[/SIZE]

TauTrumpsPi 04-03-2011 06:29 PM

I'm afraid this is a bit too complicated for me. Could you explain what distance in front of, to the left of, etc functions do. And I have never used self built functions before, so what does "return collision" mean? otherwise I think I get it.

debussybunny563 04-03-2011 06:35 PM

[SIZE="2"][QUOTE=TauTrumpsPi;33433]I'm afraid this is a bit too complicated for me.

1. Could you explain what distance in front of, to the left of, etc functions do. And I have never used self built functions before, so

2. what does "return collision" mean? otherwise I think I get it.[/QUOTE]

1. Those are to calculate whether the object is within range, basically to make sure it won't register as a hit if you're facing any direction.

2. "collision" is just a true/false variable. It's set to true if the object can be hit, and false if not. "return" returns the value of that variable. So, if the object can be hit, you will get a true from the function. Then you can use that in an If/Else statement, like:
if <world.collision>
{
do method
}
else
{
do nothing
}[/SIZE]

TauTrumpsPi 04-03-2011 08:02 PM

Ok, a few more questions

1. What is the bush, and why is it necessary?
2. What is the orientation of the cone? Is it just oriented to the ground then turned 90degrees forward, and then the camera oriented to the ground.
3. And what about the Torus? How is that set up?

debussybunny563 04-04-2011 02:04 PM

[SIZE="2"][QUOTE=TauTrumpsPi;33443]Ok, a few more questions

1. What is the bush, and why is it necessary?
2. What is the orientation of the cone? Is it just oriented to the ground then turned 90degrees forward, and then the camera oriented to the ground.
3. And what about the Torus? How is that set up?[/QUOTE]

It's been a long time since I made the world, but I'll try to remember...

1. The bush is there so that the camera doesn't end up tilting. Basically, when you turn from side to side, it's the bush turning (not the camera), and the camera is vehicled to the bush. When you turn forwards and backwards, it's the camera turning.

If you attempted to use only the camera, turning from side to side and forwards/backwards at the same time would cause the camera to tilt (basically, what the roll command would do). To prevent that, I use the bush. The bush is kinda outdated; nowadays I use a dummy object.

Sorry if that was confusing. In summary, having the same object turn on two axes will end up slanting it on a third, diagonal axis.


2. The cone is just oriented to the camera, I believe.


3. The torus is just in the center of the screen, like a crosshair/reticle in FPS games.[/SIZE]

David B 04-04-2011 03:09 PM

I'm sorry, but I don't quite understand what it is you need help with. If you give me a simplified description, I may be able to pitch in, but for now, I am beyond the ability to help you.

Sorry again. :( :( :( :( :( :( :( :( :( :(

TauTrumpsPi 04-05-2011 07:46 PM

Excellent, I have it working now. Thanks for all the help! :)

debussybunny563 04-05-2011 07:48 PM

[SIZE="2"]No problem.

Good luck! :D[/SIZE]


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