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RPG Templates
#45249
05/06/05 14:40
05/06/05 14:40
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Joined: May 2004
Posts: 1,510 Denmark
Claus_N
OP
Serious User
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OP
Serious User
Joined: May 2004
Posts: 1,510
Denmark
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Hi, I've made some RPG templates... It can be downloaded HERE . It includes: - Isometric camera view
- Close combat AIs - Can also use spells
- Spells (Fireball, Iceball and Healing)
- An inventory system
- Etc.
I've also made a small level that uses these templates (compiled .exe format). It can be downloaded HERE . Comments are welcome Enjoy --Claus
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Re: RPG Templates
[Re: Claus_N]
#45250
05/06/05 14:42
05/06/05 14:42
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Joined: Oct 2003
Posts: 2,628 IL,US
FeiHongJr
Expert
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Expert
Joined: Oct 2003
Posts: 2,628
IL,US
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First to say thanks checking it out now will edit when im done Ok first let me say Wow. I downloaded the demo level very impresive. However How do i fight back I just ran away from everyone needless to say didnt get very far. Anyhow great contribution. It should help alot of people. Myself i just want to take a look at the code and see what i can learn Thank you.
Last edited by FeiHongJr; 05/06/05 14:48.
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Re: RPG Templates
[Re: FeiHongJr]
#45254
05/06/05 15:33
05/06/05 15:33
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Joined: Jan 2004
Posts: 585 Alexandria, VA
Alkai
Developer
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Developer
Joined: Jan 2004
Posts: 585
Alexandria, VA
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You're the man!!
Thanks for this!
If you gaze long into an abyss, the abyss will gaze back into you.
3.0 GHz Pentium 4 w/HT
1 Gig 400mhz DDR SDRAM
128mb NVidia GeForce FX 5200
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Re: RPG Templates
[Re: Drittz_Dourden]
#45257
05/07/05 02:15
05/07/05 02:15
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Joined: Nov 2004
Posts: 832 United States, Utah
Braxton
Developer
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Developer
Joined: Nov 2004
Posts: 832
United States, Utah
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Very nice. These will most definatly come in handy.
"The GREAT LAW: Life is and always will be justly ordered, and that all past experiences, good and bad, were the equitable out working of our evolving, yet unevolved selves"
- As A Man Thinketh
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Re: RPG Templates
[Re: Claus_N]
#45258
05/08/05 00:38
05/08/05 00:38
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Joined: Nov 2004
Posts: 862 Australia
DavidLancaster
User
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User
Joined: Nov 2004
Posts: 862
Australia
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Quote:
lol I know my combat system isn't the best ever... Click on your enemies, when they're near, then it should work... If anyone knows how to make it better, I'll be very glad to hear how
Reminds me of my old RPGS where every enemy was the guard model. I haven't downloaded it as I don't need it, but it looks very good. Regarding your questions:
Do you scan instruction every time the player clicks, if more than one enemy is within say 100 quants of the player, make the player attack the closest enemy, regardless of whether the player has clicked or not.
Look at the AUM which has a click and the player moves there method, it uses the vec_for_screen or something, but it actually does it twice, once at a range of 0 and twice at a very long range, like 4000, then trace between the two points and the target vector will be the world coordinates of where the player clicked, do a scan instruction from that point of say 100 quants, that way the clicking doesn't have to be exactly on the entity when you use event_click. (I'm not sure if you used event_click for to check which enemy the player has clicked)
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