Hmm I think I caught the problem.. a variable's value is reset after an attack happens, but if enemy no.1 attacks, the enemy no.2's conditions will be never true because of this variable.
Thanks anyway
I tried what you said of course, but I couldn't find the problem. Here's how the program's running, an example with enemy no.1 and 2. enemyAI(1) called enemyAI(2) called enemyAI(1) called enemyAI(2) called and so on first I run to enemy no.2, and when the conditions are true, it begins to attack ene...
It clearly says, that it couldn't find the sydney.md2 file at the media folder.
Check your folders to be in right place or change the destination in the source code.
Controller is an animation controller, written by Sudi in one of my topics. It handles which animation should played in certain cases. CAnimationController.cpp /* Copyright (C) 2011 Daniel Sudmann This software is provided 'as-is', without any express or implied warranty. In no event will...
Here's how the enemies work: -I call an enemyAI function in the main loop for every enemy -enemyAI function handles what to do: +if the player's far away, the enemies are patrolling in the room +if the player's closer, the enemies in that area starting to follow the player +and when the player and t...
Hi! How can I execute the same function twice at the same time? My problem is, when more than one enemy should attack the player, only one does it. And after the first enemy's enemyAttack function ends (dies,or something), the second enemy's function starts. It's weird, and I want them to attack the...
Just as the camera's and the Quake level's collision: if (selector) { scene::ISceneNodeAnimator* animator = smgr->createCollisionResponseAnimator( selector, node, core::vector3df(80,50,40), core::vector3df(0,0,0), core::vector3df(0,0,0)); selector->d...
I'm just guessing programming/problem solving experience is the thing you're missing, correct me if I'm wrong. Yes, you're right. As I said, I'm a beginner, and I need (a lot of) help because this task is too big for me at the moment (and I have limited time too). I wish I had years of experience l...
Hi there! New day, new obstruction here.. :? I want my enemy to attack the player, when they're near. So I check their positions, and if they're near, the attack should happen. I'm using a playerhit variable (until there isn't a better solution), because if I don't, the if condition will loop foreve...
Ahh, thank you, it's my fault again Sorry for being foolish for asking first before looking.
Thank you Sudi for your help and patience, it was very important to me!
Greetings
Thank you Sudi, this works like a dream! This time I didn't waste my time to simplify it, I have to move on.. By the way, is there a way to interrupt an animation? For example: The enemy should die after the 4th shot. If I shoot slowly, that looks good: enemy walks,the player shoots,hit taking anima...
Sorry guys, it was my fault. I'm not an expert, so I just took a short look over the code, then I quickly tried it. I thought that it's certainly good, so I have time to understand it later. Then I saw that the animation-changes triggered by pressing keys, and I thought that Sudi may have misunderst...
Thank you Sudi for your example, but it's still not, what I'm looking for. This changes animations by pressing keys. I need automatic change, after one animation is finished/played. The problem is, when I set up a second animation, the first one gets ignored. Even if there's an if condition before i...