Thanks anyway
Search found 28 matches
- Sat Sep 24, 2011 3:36 pm
- Forum: Beginners Help
- Topic: Parallel execution of functions
- Replies: 8
- Views: 689
Re: Parallel execution of functions
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
Thanks anyway
- Sat Sep 24, 2011 2:03 pm
- Forum: Beginners Help
- Topic: Parallel execution of functions
- Replies: 8
- Views: 689
Re: Parallel execution of functions
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 ...
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 ...
- Sat Sep 24, 2011 1:11 pm
- Forum: Beginners Help
- Topic: Irrlicht3d HelloWord example not compiling, VC 2008 64bit
- Replies: 3
- Views: 337
Re: Irrlicht3d HelloWord example not compiling, VC 2008 64bi
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.
Check your folders to be in right place or change the destination in the source code.
- Sat Sep 24, 2011 12:50 pm
- Forum: Beginners Help
- Topic: Parallel execution of functions
- Replies: 8
- Views: 689
Re: Parallel execution of functions
No one knows how could I solve this problem?
- Fri Sep 23, 2011 1:11 pm
- Forum: Beginners Help
- Topic: Parallel execution of functions
- Replies: 8
- Views: 689
Re: Parallel execution of functions
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 ...
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 ...
- Fri Sep 23, 2011 9:21 am
- Forum: Beginners Help
- Topic: Parallel execution of functions
- Replies: 8
- Views: 689
Re: Parallel execution of functions
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 ...
-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 ...
- Thu Sep 22, 2011 6:21 pm
- Forum: Beginners Help
- Topic: Parallel execution of functions
- Replies: 8
- Views: 689
Parallel execution of functions
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 ...
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 ...
- Sun Sep 11, 2011 7:46 am
- Forum: Beginners Help
- Topic: Simple collision check between octrees?
- Replies: 11
- Views: 753
Re: Simple collision check between octrees?
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->drop(); // Don't drop the selector after the ...
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->drop(); // Don't drop the selector after the ...
- Thu Sep 01, 2011 12:07 pm
- Forum: Beginners Help
- Topic: Problem with enemy attacking player
- Replies: 7
- Views: 674
Re: Problem with enemy attacking player
Virion, Andreas: Thank you so much guys for your help 
- Thu Sep 01, 2011 12:48 am
- Forum: Beginners Help
- Topic: Problem with enemy attacking player
- Replies: 7
- Views: 674
Re: Problem with enemy attacking player
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 ...
- Wed Aug 31, 2011 5:19 pm
- Forum: Beginners Help
- Topic: Problem with enemy attacking player
- Replies: 7
- Views: 674
Problem with enemy attacking player
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 ...
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 ...
- Wed Aug 31, 2011 7:55 am
- Forum: Beginners Help
- Topic: Chaining Animations?
- Replies: 26
- Views: 2240
Re: Chaining Animations?
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 for your help and patience, it was very important to me!
Greetings

- Tue Aug 30, 2011 6:25 pm
- Forum: Beginners Help
- Topic: Chaining Animations?
- Replies: 26
- Views: 2240
Re: Chaining Animations?
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 ...
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 ...
- Mon Aug 29, 2011 11:29 am
- Forum: Beginners Help
- Topic: Chaining Animations?
- Replies: 26
- Views: 2240
Re: Chaining Animations?
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 ...
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 ...
- Sun Aug 28, 2011 2:59 pm
- Forum: Beginners Help
- Topic: Chaining Animations?
- Replies: 26
- Views: 2240
Re: Chaining Animations?
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 ...
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 ...