ZerooftheFour Posted June 11, 2006 Share Posted June 11, 2006 i have spawned a few sand creatures before and i think there awesome, but when i go though the code, i cant find anything todo with sand_creature or any sorta AI for it. can anyone give me a pointer? or what files has the AI for it? Link to comment Share on other sites More sharing options...
Vruki Salet Posted June 11, 2006 Share Posted June 11, 2006 Search for SandCreature. Then you should find NPCSandCreature references and also functions with SandCreature in their names. Though there is a CLASS_SAND_CREATURE you should have found reference too. Maybe your lower-case search was case sensitive and you missed it. Also you should have come up with this line in NPC_stats.c: else if ( !Q_stricmp( "sand_creature", type )) I wonder why it didn't show up in your search? Link to comment Share on other sites More sharing options...
razorace Posted June 11, 2006 Share Posted June 11, 2006 OJP's code is using the SP version of the AI code for the sand creatures. The basejka source code doesn't have sand creatures in it at all. Link to comment Share on other sites More sharing options...
ZerooftheFour Posted June 12, 2006 Author Share Posted June 12, 2006 so where in the OJP code is the sand creatures AI defined, and what your telling me is that u have the SP code? does that mean you could have tavions sith scepter working? and maybe ragnos? Link to comment Share on other sites More sharing options...
razorace Posted June 12, 2006 Share Posted June 12, 2006 I do have the SP code for the NPC AI...but that's it. The sand creature AI is located mostly in NPC_AI_Sand_creature.c of the OJP source files. I haven't even touched Ragnos yet but I did technically port the AI parts of the scepter stuff (but never tested it). Link to comment Share on other sites More sharing options...
ZerooftheFour Posted June 12, 2006 Author Share Posted June 12, 2006 so maybe we can get a tavion that uses the scepter in kor2? =D Link to comment Share on other sites More sharing options...
Vruki Salet Posted June 12, 2006 Share Posted June 12, 2006 Razor are you at liberty to say where you got your hands on any SP code? (!) Link to comment Share on other sites More sharing options...
razorace Posted June 12, 2006 Share Posted June 12, 2006 From one of the guys at Raven. Duh! Anyway, it's supposed to be a low profile thing. Link to comment Share on other sites More sharing options...
Vruki Salet Posted June 12, 2006 Share Posted June 12, 2006 OK I won't shout it from the rooftops. Can anything NPCs can be made to do in SP now be scripted in MP then, with OJP? Basic and Enhanced? If it's not done being ported, then is it something a low-skilled person could help with or is it advanced stuff? Link to comment Share on other sites More sharing options...
razorace Posted June 12, 2006 Share Posted June 12, 2006 Most of the individual AI files are relatively easy to port as long as you have a decent understanding of C++/C and know how to find equivilent functions to replace SP functions that don't exist. The key is to convert everything you can and leave the rest commented out so that we can impliment it later. I've ported several of the AI files and Tinny has done a couple as well (including the sand creature code). However, the core navigation code is very complicated since we're missing serveral library files. Fortunately, MP's engine based navigation works for the most part, but it doesn't allow the direct access needed for some of the more subtle NPC behaviors. As such, I've been on and off trying to create code to make the full SP navigation code work. That's what the SPNAVCODEPORT branch on the repository is. Link to comment Share on other sites More sharing options...
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