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-   -   Era Baddies -- A Continuation (https://forums.graalonline.com/forums/showthread.php?t=134266043)

Bl0nkt 03-20-2012 07:48 AM

Era Baddies -- A Continuation
 
Hey there, guys.

I've recently come back with rights to the dev server and have begun working on some rather large projects, one being (what I am also featuring right now) a near-finished product of my baddies project I started quite a while ago.



The above video is Era veteran, The Guy, and I testing a semi-wide-scale battle. The lag you see is the result of our less-than-spectacular dev server, but for the most part remains smooth.


Baddy Features

I tried to focus solely on a bit of realism with these baddies. I didn't want them to feel like a pumpfest of lead while they mindlessly chase after someone with a knife. A few things are quite apparently from the video:

-Baddy strafing and distance keeping
This holds true when they aren't flagged in the code to be a melee-based baddy. This video has no examples of a melee baddy, but I'm sure you have a general idea of how it'd work.

-Baddy threat
The baddies will not seemingly have a vendetta against the first person they see as was the case of other baddies in the past. Those doing more damage will be considered more dangerous targets, and will be switched to accordingly.

-Baddy line of sight
You may have noticed they do not attack until you are seen. This is intentional. :)

-Baddy damage sources
In the past, I've had a gripe with systems that seemed to work well for all typical damage sources like guns or melee, but then seem to disregard non-conventional sources of damage such as explosions. Most, if not all, sources of damage are accounted for this time around.


Some Non-Apparent Tidbits

-Friendly and easy-to-use setup
These baddies are highly customizable with simple variable changes. NPC Speed, bullet spread, ammo type, etc. are all options to set.

-Reflex
This was a neat idea I had to add another level of baddy difficulty. The reflex variable is essentially a pause in the baddy's reactions to your movements so that it doesn't seems so gung-ho and robotic.


So, what do you plan on doing with these?

That's just it, they're flexible enough to implement in nearly any system. I've been focusing primarily on quests with neat stories and fun gimmicks, and some lifelike baddies were key to helping this come true. There are many ideas that I, and others that I collaborate with, have come up with. My proposition for the new gang system involves these guys as well. However, that will come later once I get more of that developed and out of the way. ;)


Anyway, I've been working hard to provide you guys a fun environment. And that's what I find so much fun. So I hope you guys dig it and I'll keep you all posted.

Crono 03-20-2012 07:53 AM

good job

xXziroXx 03-20-2012 08:10 AM

HACHI GOOD WURK MAN, GUD 2 C U BACK <3caps

Herb_P2P 03-20-2012 08:17 AM

nice!, We need the Boris baddie back!

and also glad to see you back, Hachi!

Andre2006 03-20-2012 11:42 AM

I have been waiting for this!

bloodykiller 03-20-2012 06:07 PM

impressive work but i really don't see where these baddies could fit into era...they have nothing to do with the gang system and we've finally gotten rid of those time-wasting quests, replacing them with a proper hp system

Scoper 03-20-2012 06:34 PM

Quote:

Originally Posted by bloodykiller (Post 1689385)
impressive work but i really don't see where these baddies could fit into era...they have nothing to do with the gang system and we've finally gotten rid of those time-wasting quests, replacing them with a proper hp system

silly boy.



I don't know how you plan to implement these baddies, but i can't wait to find out c:

Emera 03-20-2012 06:38 PM

That looks fantastic. I've never heard f baddies on Era before, but I'm sure it'll be a great addition to the server. Green pepper for you!

Good_Ol_Daze 03-20-2012 06:52 PM

Quote:

Originally Posted by bloodykiller (Post 1689385)
impressive work but i really don't see where these baddies could fit into era...they have nothing to do with the gang system and we've finally gotten rid of those time-wasting quests, replacing them with a proper hp system

They're involved in Hachi and I's gang idea.

Andre2006 03-20-2012 06:54 PM

Tim was working on a Tutorial, and "baddies" could be implemented into that so new players can practice, you could base some sort of event on these, some sort of survival challenge.

There are many ways to make use of these, nice work!

bloodykiller 03-20-2012 09:25 PM

Quote:

Originally Posted by Scoper (Post 1689387)
silly boy.



I don't know how you plan to implement these baddies, but i can't wait to find out c:

dnt call me a boy behind ur screen pat, remember i have ur facebook and ik what kind of nerd u r
no1 cares about ur idea daze unless u actually tell us. all i can tell u is that if these guys r involved with the gang system it'll fail and everyone will hate it (just as i said regarding the current gang system, and no1 believed me..yet here we stand)..u should go work on another project that duznt require gang experience

Fiberwyre_P2P 03-20-2012 09:25 PM

Zombie survival plox

bloodykiller 03-20-2012 09:28 PM

Quote:

Originally Posted by Fiberwyre_P2P (Post 1689405)
Zombie survival plox

lol this is a nice idea! but i doubt any staff member will put a lot of time in such a demanding project since lately they don't even have time to fix bugs like the neo rifle randomly not being able to hotkey (like 16 hours have passed and it hasn't been fixed yet)

RogueShatterblade 03-20-2012 09:54 PM

Quote:

Originally Posted by bloodykiller (Post 1689404)
dnt call me a boy behind ur screen pat, remember i have ur facebook and ik what kind of nerd u r
no1 cares about ur idea daze unless u actually tell us. all i can tell u is that if these guys r involved with the gang system it'll fail and everyone will hate it (just as i said regarding the current gang system, and no1 believed me..yet here we stand)..u should go work on another project that duznt require gang experience

that hilarious moment when a pseudo-troll just looks stupid instead of being successful

Bl0nkt 03-20-2012 10:36 PM

Quote:

Originally Posted by Fiberwyre_P2P (Post 1689405)
Zombie survival plox

Apparently no one remembers that Outbreak event I made, huh

dude2020 03-20-2012 10:38 PM

Quote:

Originally Posted by bloodykiller (Post 1689385)
impressive work but i really don't see where these baddies could fit into era...they have nothing to do with the gang system and we've finally gotten rid of those time-wasting quests, replacing them with a proper hp system

you do know Era isn't pure pvp? pve (quests, solo content, jobs) are bound to be in it and this system improves that.

y u soooooo dum boy

Andre2006 03-20-2012 11:42 PM

Quote:

Originally Posted by Bl0nkt (Post 1689413)
Apparently no one remembers that Outbreak event I made, huh

We do and it is an extremely fun event, however it has been broken for over 2 years now.

Timer randomly stop working, zombie doesn't get picked so the timer never starts at all leading to an endless game unless the Event Team member restarts and go for the second try.

Nobody ever hosts it, sometimes they do when the request for it is high. I host it from time to time but the only reason keeping me from doing it more regularly is because of how broken the scripts are.

A great event though.

bloodykiller 03-21-2012 12:54 AM

i hate outbreak..only noobs used to play it when it came out then every1 started playing it idk y...it even takes ages to host, it's bugged and u can't leave
lol dude 220 is mad

Bl0nkt 03-21-2012 01:04 AM

Interesting, I'll have to fix that.

punkrules 03-21-2012 01:29 AM

This is true, Outbreak is super sexy event, but bugged as all hell.

Scoper 03-21-2012 01:32 AM

Quote:

Originally Posted by Bl0nkt (Post 1689428)
Interesting, I'll have to fix that.

-Some of the commands don't work
-ETs can zombify themselves.
-Because of the *random zombie word* normal message *brains* problem, nobody can use any commands such as unstick or setnick without reconnecting
-There are multiple rooms where SWAT can just lame because they've moved a bookshelf or a locker, making them essentially invincible
-The moveable item locations do not reset after the round is over, and sometimes bug
- it is possible for SWAT to just idle on ladders and cheat, making it very hard on any ET hosting to monitor
-the fact that everyone's outfit is forcibly changed and not changed back after the event is over pisses off every new player that enters, turning them off from the event (presumably) forever


Some things to think about, if you actually do get around to working on it

Bl0nkt 03-21-2012 03:04 AM

Here's a followup video. Just added guild affiliations, a proper HP display, and a couple other random tidbits that were mostly bug fixes.

Meet Shotgun Shaq and Rifle Roger. Two distinct examples of the flexibility of the variables provided.


bloodykiller 03-21-2012 03:52 AM

i like that the bots r actually rushing unlike 80-90% of era which prefers to play defensively

Tim_Rocks 03-21-2012 04:00 AM

Good job, they look like they improved a little since I last saw them.

bloodykiller 03-21-2012 04:04 AM

Quote:

Originally Posted by Hezzy002 (Post 1689455)
including u scrubnutz........ i pwn'd u with just a handgun...... lOl noob

na i think u actually flawed me using fists only..and i was even wearing armor+super elixer+sewer elixer

then u woke up all sweaty

Tim_Rocks 03-21-2012 04:31 AM

Another fun fact is if you get close enough to them they start axing you.

Good_Ol_Daze 03-21-2012 05:28 AM

Quote:

no1 cares about ur idea daze unless u actually tell us.
Okay. By "us" I assume you mean yourself and whatever idiot types your posts up for you, since I'm still not entirely convinced you're capable of using a computer.

Hachi's posted a lot about our idea.

Demisis_P2P 03-21-2012 08:56 AM

Quote:

Originally Posted by Bl0nkt (Post 1689450)
Here's a followup video. Just added guild affiliations, a proper HP display, and a couple other random tidbits that were mostly bug fixes.

Meet Shotgun Shaq and Rifle Roger. Two distinct examples of the flexibility of the variables provided.

Shotgun guy should probably just charge, unless he's the last NPC alive.

Bl0nkt 03-21-2012 10:45 AM

Quote:

Originally Posted by Demisis_P2P (Post 1689486)
Shotgun guy should probably just charge, unless he's the last NPC alive.

I actually have variables for how far away a projectile baddy will try to stay. This could be easily manipulated during the script's runtime.

If anyone's interested, here's a list of the current variables that affect the behavior of the baddy.

PHP Code:

//NPC created by Blonk 


join("bl0nkt-smartbaddies"); 

function 
onCreated() { 
  
showCharacter(); 
  
x-=0.5
  
this.headimg "head368.png"
  
this.bodyimg "body14.png"
  
this.shieldimg "shield2.png"
  
this.nick "Rifle Roger"


  
//Serverside vars         --------------------------------------------------------------------------------------------------------------------------------- 

  
this.baddyAlliance "Red Gang";                                                           //Checks for guild affiliations to not attack (SERVERSIDE for resetting fights if room is filled only with affiliations) 
  
this.baddyHp 400;                                                                        //Start HP 
  
this.baddyRespawnSecs 60;                                                                // Time for baddy to respawn 


//#CLIENTSIDE 
function onCreated() { 

  
//Basic baddy stuff       --------------------------------------------------------------------------------------------------------------------------------- 
  
this.baddyAlliance "Red Gang";                                                           //Checks for guild affiliations to not attack (CLIENTSIDE is to prevent combat) 
  
this.baddyMustDie2Continue true;                                                         //Does the baddy have to die to continue into any rooms? (true/false) 
  
this.baddyCanAlert false;                                                                //The baddy alerts all other baddies when entering combat (true/false) 
  
this.baddyDeathMessages = {"DRATS""HNNGGG!"};                                            //Random selection of messages the baddy says upon death 
  
this.baddyAlertMessages = {"I see you!""Ha!""Thought you could sneak by me?"};         //Random selection of messages the baddy says upon contact 
  
this.baddyMode "projectile";                                                             //-- "projectile" or "melee" 
  
this.baddySpeed 0.5;                                                                     //Baddy run speed 
  
this.baddyRadius 14;                                                                     //Distance it takes for baddy to see you 
  
this.baddyReflexTime 2;                                                                  //Increase to make the baddy react to movements slower (MUST BE AN INTEGER) 
  
this.baddyMaxHp 400;                                                                     //Maximum HP 
  
this.baddyDefaultDir 2;                                                                  // 0 = up, 1 = left, 2 = down, 3 = right 
  
this.baddyIdleGani "amsel_assaultrifle-idle"
  
this.baddyWalkGani "amsel_assaultrifle-walk"
  
this.baddyDefaultGani "amsel_assaultrifle-idle";                                         //The gani shown before combat 

  //Baddy melee control      --------------------------------------------------------------------------------------------------------------------------------- 
  
this.baddyMeleeSpeed 0.78;                                                               //How fast their melee hits 
  
this.baddyMeleeFreeze 0.3;                                                               //Freeze time of melee 
  
this.baddyMeleeDamage 5;                                                                 //Amount of melee damage done 
  
this.baddyMeleeAni "era_knife_stab1"

  
//Baddy projectile control ---------------------------------------------------------------------------------------------------------------------------------- 
  
this.baddyBulletCountPerShot 1;                                                          //How many bullets are fired per shot (typically shotguns) 
  
this.baddyMaxProjectileDist 12;                                                          //Distance the baddy tries to stay at when shooting at a player 
  
this.baddyProjectileSpeed 0.12;                                                          //Speed of their projectile weapon 
  
this.baddyProjectileFreeze 0.1;                                                          //Freeze of projectile weapon 
  
this.baddyProjectileDamage 25;                                                           //Projectile damage 
  
this.baddyProjectileSpread 0.2;                                                          //Projectile weapon's spread 
  
this.baddyProjectileXModifier = {-0.5, -1.60.52.4};                                    //Sets the projectile's X offset {up, left, down, right} 
  
this.baddyProjectileYModifier = {-0.12, -0.340.12, -0.4};                                //Sets the projectile's Y offset {up, left, down, right} 
  
this.baddyProjectileAni "amsel_assaultrifle-fire"



bloodykiller 03-21-2012 05:31 PM

the distance should be variable or the baddies will be too easy predictable

Emera 03-21-2012 05:58 PM

Quote:

Originally Posted by Tim_Rocks (Post 1689462)
Another fun fact is if you get close enough to them they start axing you.

Oh, won't crono be pleased! Woodaxe does damage now apparently ^_^

Bl0nkt 03-22-2012 11:02 AM

Era got its late-night debut on Rocket Ricky not too long ago. It was fun seeing people react to him and work together on taking him down :D


bloodykiller 03-22-2012 05:30 PM

u should make an event or even different events involving these guys


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