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Implementing augs for npcs, need help

PostPosted: Sat May 19, 12 6:13 pm
by RedDynasty
So i decided to check around the TNMPawn.uc, and the tnmpawnaugmanager to give a try at putting augs in the normal dx.
And after alot of trial and error ive stumbled into a command\expression called "PlayerDetected".
Normaly i wouldnt give much attention to this since the tnmpawn is expanding the ScriptedPawn.
But later on i stumbled upon this:

Deleted code here, go away

Since this is augmentation related i fear that if i delete it, it wont let the augs to initiate.
What should i do?

PostPosted: Sun May 20, 12 5:11 pm
by RedDynasty
Everyone nvm this.
Ill just forget all of this since adding augs is hard as hell.
And with my low knowlage on coding its pretty much impossible, unless i get alot of help.

PostPosted: Sun May 20, 12 6:43 pm
by Allan
RedDynasty wrote:Everyone nvm this.
Ill just forget all of this since adding augs is hard as hell.
And with my low knowlage on coding its pretty much impossible, unless i get alot of help.


I haven't poked around in the TNM code, but I've not noticed any reference to PlayerDetected at any point along the ScriptedPawn parent/child classes. I'm guessing it's a TNM specific function.

Adding augs is simple-ish, or a pain in the backside - Depends entirely on what augs specifically you want to add to a pawn.

PostPosted: Sun May 20, 12 6:53 pm
by RedDynasty
i want all of them, like in the nameless mod.

PostPosted: Thu May 24, 12 8:42 pm
by RedDynasty
Deleted code here

PostPosted: Fri May 25, 12 3:11 am
by atrey65789
I think that you can get rid of the function. there's really no need for it.

PostPosted: Fri May 25, 12 3:19 am
by atrey65789
The class is basicly telling itsself to loop its own function? I dont get it..

PostPosted: Fri May 25, 12 2:23 pm
by Poor
It's informing the mission that you have been detected.

PostPosted: Fri May 25, 12 2:47 pm
by RedDynasty
wait so that means i dont need the tnmmissionscript because i can just change from tnmmissionscript to missionscript right? and since i want to this for mp, there is no need for that function

PostPosted: Fri May 25, 12 4:19 pm
by atrey65789
Yes, Exactly that... sorta lol

But yeah you won't need it.

PostPosted: Sun May 27, 12 1:21 pm
by RedDynasty
Everyone, its done.
I tested yesterday and it worked, but it has some major bugs so im going to paste the report i sent atrey:
"-Npcs subclassed into the TNMPawn will have DT_Sprite by default and an eagle( icon of the actor class) stuck to them
-I dont know if the protection augs( enviro, ballistic, emp, energy) reduce the damage( this is because the effects are not showing up when u shoot them with the corresponding wep)
-EMP nades dont take the aug energy like in tnm( but i think thats a seperate emp nade class)
Good parts:
-Npcs with targeting aug have increased accuracy
-Npcs with speed aug run fast( but not as fast as in tnm, not sure)
-Npcs turn off augs when fleeing( EXCEPT cloak)"
Atrey suggested i should include the PlayerDetected() function but for that i need help.
Although its not a big deal since the augs are allways on, in cagematch, it will be a challenge.
EDIT: 2 things i gotta add:
1-I think the protection augs work. This is because i shot a npc (with enviromental protection ) with a poison dart and he only got hurt by the dart, not by the after poison effects.
2-I just reminded that treskton( yes its spelled that way, im not refering to Trestkon), the evil clone of Trestkon, has a script that copies what ever augs the player class has( as long as they are TNM augs).
Adding him to cagematch has an advantage and a disadvantage.
The advantage is that we can experiment with the new aug that poor made in( not going to mention it due to him not wanting, we have to respect him),and if its successfull, we have a new way of testing custom augs.
The disadvantage is that it will require some replacement in the code and probably some bugs which can cause him to be overpowered.

PostPosted: Sun May 27, 12 2:04 pm
by atrey65789
We'll get it finished. I know that we are very very close.

PostPosted: Fri Jun 01, 12 8:29 pm
by RedDynasty
Done testing and good stuff came up:
-Npcs with run silent aug have almost unhearable footsteps.
-Npcs with regen use it when their health is at any value below 100%( this is great for a teamwork challenge in cagematch)
-Npcs that flee but have regen will get back into fight when they use it!
Edit- results from another test:
-ADS( Agressive defense system) aug works on npcs( they only detonate rockets, just like in tnm)
-Still i cant seem to get the effects for the augs, but enviro protect seems to be working ( with no effects though)
-Npcs can still be on fire even if they have energy sheild( not sure if this happened in tnm but im pretty sure it didnt)

PostPosted: Fri Jun 01, 12 9:25 pm
by atrey65789
Thats great! Glad to hear its nearing completion. Plus why did you bail on RC? lol

PostPosted: Sat Jun 02, 12 5:03 pm
by RedDynasty
New test results:
-Npcs with vision aug can see cloaked players( even when the cloak is not the tnm one)
-The cloak in npcs is now fixed, it has to use tnmaugcloakcombat and not tnmaugcloak
-Ballistic sheild has been tested to be working
Now i need to fix the energy sheild and the eagle stuck to the npc( this is not much of a deal)
Edit: i fixed the DT_Sprite, im so dumb it was right in the defaultproperties -_-

PostPosted: Sat Jun 02, 12 5:08 pm
by Alex
Not to ruin anything, but did you ask the creators of TheNamelessMod if you could reuse their code and publish it in a multiplayer enviro?

PostPosted: Sat Jun 02, 12 5:12 pm
by RedDynasty
Alex wrote:Not to ruin anything, but did you ask the creators of TheNamelessMod if you could reuse their code and publish it in a multiplayer enviro?

i dont have the contact of them, if u can that would be great.
but still i do not own any of the original code, all code is belong to the codders of tnm( That Guy and Jonas i think), u all know that as much as i do
I dont intend to steal anything from them, im just a simple fan who wants more enjoyment in DX
But allright since im going to get billions of complains going: bla bla stop stealing u fag bla bla u didnt make it bla bla, im going to erase the codes posted here
Will this make everyone happy now -_-

PostPosted: Sat Jun 02, 12 5:16 pm
by Alex
You can contact them yourself:
http://thenamelessmod.com/contact/

I doubt they will have any objections, but I think asking is the 'nice' thing to do.

EDIT: No need to remove codes, just shoot them an e-mail :)

PostPosted: Sat Jun 02, 12 5:17 pm
by RedDynasty
Thank u

PostPosted: Sat Jun 02, 12 5:20 pm
by James
RedDynasty wrote:the tnm guys are aware of this, i dont think they need a warning


Are they aware of it or not?

PostPosted: Sat Jun 02, 12 5:22 pm
by RedDynasty
im guessing, since its their mod they should be i think :S
ok fine im sorry i said that but sometimes people just like to ruin ones enjoyment by doing that kinda of thing

PostPosted: Sat Jun 02, 12 5:23 pm
by Alex
Well, I'm not saying you should quit/stop doing this project, all I said is that you should just send them an e-mail notifying them you're reusing their code and ask if they got any problems with it.

PostPosted: Sat Jun 02, 12 5:23 pm
by James
im guessing, since its their mod they should be i think :S
ok fine im sorry i said that but sometimes people just like to ruin ones enjoyment by doing that kinda of thing



No, he was asking if you asked them (in a friendly/normal manner) like I would have too.

PostPosted: Sat Jun 02, 12 5:24 pm
by RedDynasty
from ur words it kinda sounded, but lets drop the crap and help me out!
I dunno how to start my mail to them >_>

PostPosted: Sat Jun 02, 12 5:25 pm
by Alex
It's a mod made by gamers for gamers, they don't expect highly formal e-mails. Just send em something.

Besides that, a small tip for your project: try to test your work so far in a dedicated server. It can give a different result than a non-dedicated server.

PostPosted: Sat Jun 02, 12 5:50 pm
by RedDynasty
i cant test my mods in a lan server, i try to enter as an admin and spawn stuff but it doesnt let me.
Im just going to finish the mod, and send it to poor so he can help me out testing in his server
BTW i sent the message to them

PostPosted: Sun Jun 03, 12 3:03 am
by RedDynasty
everyone i just received a reply from Jonas, he said this:

"Yeah that's fine, it's all creative commons. As long as you're not making money off our work, it's all good.

- Jonas"

Now dont bother meh anymore >_>

PostPosted: Sun Jun 03, 12 6:49 am
by James
You pretty much have to ask that for every one.

PostPosted: Sun Jun 03, 12 1:03 pm
by RedDynasty
Is it ok for everyone that i post code\test maps here?
The mail is real, if u want i can send a screenshot of it

PostPosted: Sun Jun 03, 12 5:03 pm
by James
I believe you, it's just that you're mis-reading our English.