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Delta Force Anything to do with the Delta Force series of games, DF1, DF2, LW, TFD, BHD, DFX, AF etc. |
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#1
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Mapping With The MEd - AI Detection
In a previous post I wrote about the process of working out how to detect player deaths without problems.
Though after recent events I decided this topic needed reposting in the DFX2 forum... The short story is, during the latest round of mapping for DFX2 I discovered quite a few new things. One of them being there's a real difference between the statements "is not alive" and "is dead". Particularly when it comes to the way the AI is detected by the engine. This led me to discovering a new script to detect player deaths accurately. The resulting code is so simple that I nearly fell over when it worked. Code:
;Count Player Deaths if never() then set(v1,0) // Triggers once then resets set(v2,0) // Count 1 adds set(v3,0) // Count 2 Subtracts endif if not ssnalive(player) then set(v1,1) endif if eq(v1,1) then set(v1,0) endif ; Use chain to trigger once each time the variable flips - link will keep counting if chain(1) then add(v2,1) sub(v3,1) endif |
#2
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Interesting. I know this is the same script you shared with me earlier. Thanks.
So what exactly is the difference between "not alive" and "dead" ? |
#3
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Seems like this is a distinction for finer scripting control, you could argue that their meanings are different not.
Dead - Not Dead vs Alive - Not Alive So I think it goes something like this: You can be dead in area 1 because there's a body there (you just died) to detect but you can't be not alive in area 1 because you're not there (you're not alive). |
#4
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