TheEnginesOfCreation / EntityPlus

EntityPlus is a mod that offers a true single player experience in the Quake III Arena videogame.
34 stars 5 forks source link

info_waypoint and trigger_multiple #143

Open GoogleCodeExporter opened 9 years ago

GoogleCodeExporter commented 9 years ago
can you add the following keys to the following entities?

INFO_WAYPOINT:

wait: the bot waits at that info_waypoint for a set period of time. (allow -1 
functionality, the bot would stand still until the player is seen.)

angle: direction the bot would face when he is waiting at a info_waypoint.

(spawnflag) UNAWARE: the bot always patrols, if the player is seen, the bot 
continues to patrol without shooting at the player. If the bot is shot, then he 
will fight.

TRIGGER_MULTIPLE:

(spawnflag) CAMERA: the trigger can only be triggered by the camera panning 
thru it. (used for cinematic maps)

(spawnflag) BOTS_ONLY: only bots can trigger it when this is set.

TARGET_KILL:

an real quick, could you add a BOTS_ONLY spanwflag to the target kill entity?

Sorry for the huge list, I just thought of all of these. By no means do you 
have to drop everything to make these changes.

P.S. The paintball thing sounds AWESOME!!    =^)

Original issue reported on code.google.com by austinb...@gmail.com on 28 Sep 2011 at 12:00

GoogleCodeExporter commented 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

GoogleCodeExporter commented 9 years ago
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