Open GoogleCodeExporter opened 9 years ago
The info_waypoint additions sound like a good idea. The camera triggering
triggers sounds useful as well.
The BOTS_ONLY things can already be done I think. With trigger_multiple for
sure. You can set either the "nobots" key to "1" or the "nohumans" key to "1".
These keys can be used to make sure bots or humans cannot activate the trigger.
You're asking for the same on target_kill, but the current convention has
nobots and nohumans only applied to triggers. And I think this should be enough
because target_kill requires a bot/human to activate it through a trigger. So
if you set nohumans or nobots on the trigger, that would have the same effect.
Original comment by era...@gmail.com
on 28 Sep 2011 at 1:39
Those are certainly good ideas. I like the UNAWARE one the best--reminds me of
classic Doom monster entities that behaved the same way when facing (angle)
away from the player until LOS is made with player.
Perhaps when/if you add the UNAWARE, might I suggest you add a "seensound" to
play a .wav (at location of bot entity) when the bot responds. Perhaps the
default .wav could be something like "*pain100_1.wav" where the "*" would act
as "sound/player/{bot_name}/" ... I chose pain100_1 because the taunt does not
sound as good for some bot characters. The pain100_1 sounds closest to a
"seen" sound like you would hear in classic Doom -- short and grunt-like.
The patrol feature would be nice too. Can make some very interesting scenarios
with that. Particularly if you can set a movement-speed on the bot. It would
look funny of a bot kept running on his patrol route. But if we can set the
bot to "walk-mode" some how, that would play out better for patrol and look
more interesting/scary.
Original comment by ryanbris...@gmail.com
on 1 Oct 2011 at 3:26
Original issue reported on code.google.com by
austinb...@gmail.com
on 28 Sep 2011 at 12:00