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.
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
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:
__________________
You'd be jaded by now, too. Don't listen to me. Arguments are beyond me, but man am I good with a ban hammer.
"I don't believe that right choice confers immunity. I no longer believe in reward. I simply believe that choices must be made regardless of their chances of success. And so I've come here."
Quote:
Originally Posted by bloodykiller
take my liver but not my classic accounts
Quote:
Originally Posted by Kohola_KinG
That's the type of guy you are. Never wrong, always right. Headache material you are.
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
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!
__________________
To obtain something you must sacrifice something of an equal value.
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
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)
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
__________________ *Bell: I'm going to faint, Ocelot turned into a real human being. One I can actually have some respect for.
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.
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.
__________________
To obtain something you must sacrifice something of an equal value.
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
-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
__________________
You'd be jaded by now, too. Don't listen to me. Arguments are beyond me, but man am I good with a ban hammer.
"I don't believe that right choice confers immunity. I no longer believe in reward. I simply believe that choices must be made regardless of their chances of success. And so I've come here."
Quote:
Originally Posted by bloodykiller
take my liver but not my classic accounts
Quote:
Originally Posted by Kohola_KinG
That's the type of guy you are. Never wrong, always right. Headache material you are.
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.
//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, -1.6, 0.5, 2.4}; //Sets the projectile's X offset {up, left, down, right}
this.baddyProjectileYModifier = {-0.12, -0.34, 0.12, -0.4}; //Sets the projectile's Y offset {up, left, down, right}
this.baddyProjectileAni = "amsel_assaultrifle-fire";
}