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Corwin

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Everything posted by Corwin

  1. Thanks guys!
  2. A bit too many body fluids flying around this weekend, but the result is worth it
  3. Hmm, that's weird, I'm pretty sure when I used the same AI:Execute commands for my Crysis map, they were shooting at enemies while going to their target.
  4. I don't know for sure, but is your AI alerted? I had issues with that when I created mods for Crysis. The AIGotoSpeedStance (or any similar AI node for that matter) won't work if the AI is alerted. That's probably why they added the Force parameter to that node for C2. Anyway, if that is the problem, you can try to first use a AI:IgnoreState on each Ai and setting them to ignore, but that means they won't attack or even notice any enemy/player. Or you can keep using the AI:Execute, which isn't handled the same way (I believe a signal is sent to AI to request an action on top of its current behavior, rather than trying to take control of the AI and fail). Replace those second & 3rd nodes on each line with an EntityId and an AI:Execute and see if it doesn't work better. Also, to assign a new archetype to an entity (who knows, as you said maybe that'll solve the problem, although I don't remember any parameter that could cause/fix this issue), just open the Database View, select the library then the archetype you want (under the Entity tab), in the viewport select the entity that you want to change, and press that little icon at the top that looks the same as applying a material, it'll apply the selected archetype to that entity. You may have to reload its scripts for it to work right away though, you'll find that button in the roll-up bar above the Create/List/Remove Flowgraph buttons I believe. Good luck with that, the AI in Crysis can be quite clever, but it's also very tricky to control and have it do interesting stuff!
  5. Just FYI, there are nodes that will take the local player as input by default if you don't link an entity to them, for instance almost all of the debug nodes and some hud/image nodes too I think, but it's good rule to always link the localplayer to those nodes anyway, so you don't forget it when it's required It's usually nodes that could be used on AI too that require an entity, such as the Inventory one you're using. You can use it on AI, or any player, so you have to specify it. The stuff that shows things on the screen (debug for instance) is usually linked to the player by default, because you don't want to display those on the AI's screen
  6. You may want to place an Actor:LocalPlayer node and connect its output to all those red inputs (Choose Entity), that'd be a start Chances are the nodes actually work but since you haven't told them to act on the player, they won't do anything.
  7. Corwin

    Battlefield 3

    The internet police don't care about such trivialties.
  8. Corwin

    Battlefield 3

    I warned the internet police, they will be knocking on your door shortly.
  9. Bought, the wife and I are fond of this type of games. Easily accessible, easily enjoyable I hope you get enough income from it to finance Pirates of the New Horizon, if that's the goal
  10. I like how simple it is, and that everything fits in one page. However I also think it's a bit light (only 2 screenshots per project), I were you I'd add a few more screenshots to the lightbox gallery of each project (so you only have the 2 best ones showing on the page, but can see more by cycling through the lightbox gallery). When you add some more quality projects in there it'll definitely look solid, right now the thing that kills it a bit is the lack of content obviously. Make you the links that take you out of the portfolio open in a new window (target="_blank") so that you don't loose the portfolio tab while you go browsing for info in the website of the project. Only thing I'd nitpick about is that the white titles aren't very sharp and that blur makes them harder to read. I'd either make all that slightly bigger, like 1em more on the fonts and adapt the layout to fit, or try to fix the issue by saving them with a better compression. Other than that, cool shit!
  11. Maybe more information would help: If I understand well your entities become physical when you step on them and you don't want that to happen? Are you using custom models or stock ones? How are you adding them? From the title of the post, I'm guessing they are geometric entities. Have you tried using Brushes instead? Or are you using an archetype entity from the game? Because those are usually RigidBodies which are made to become physical on impulses. Maybe post a screenshot of the settings of one of these entities you're using Or is your phrasing wrong and HP answered your question? Maybe you didn't export the mesh with collisions (check Physicalize in the material editor before exporting) Cheers
  12. Yeah, all you have to do is create your solids, then merge them into the object you want and export to CGF format. Then you can use that cgf as a proper entity and move it around, change its materials, scale it, rotate it, apply impulses to it, all that shit, in Flowgraph
  13. Yeah the one in Paris. Congrats man!
  14. I'm there from the 15th to the 17th. So yeah, now that you mention it, it does overlap
  15. I'll be at GDCE the whole time, but not Gamescom, got to get back to work after that
  16. Corwin

    Diablo 3

    I'm currently an intern so I get a company appartment. But since it is a company appartment, I cannot get broadband installed (+ I don't know how long I'll be staying here, so pushing for it doesn't make much sense) so I have to rely on the same type of shitty 3g key that Rick has mentioned. That shit is capped to 5GB download+upload a month. Without the option on steam to download my games elsewhere, activate them from my computer, then just play in offline mode, I'd be fucked, as that key is depending on the phone network, so for some reason on cloudy days it just won't find a proper signal, or randomly keep disconnecting every 5 minutes for no reason. I agree that when you do have a stable broadband connection, you don't have to worry about that kind of stuff, but those bad situations are not as rare as you may think they are (and people from this industry should know better as they usually move a lot) so having no option to do without constant stable internet access is quite bad imo. Also, sure for an MMO I wouldn't buy it if I knew my connection couldn't handle it, but I play a lot of RPGs and even if they do have coop/online, I always do a full SP campaign before I even consider going online. Just saying that I will buy some games for SP only that other people buy only to play online, you can't figure "oh well it's diablo, people will buy it to play online anyway"
  17. What I do is have themes of objects ready for quick access, then everytime I want to populate an area, I can explore those libraries for stuff that'd fit in that area. But most importantly, I ask myself for every single object: "Why would this thing be here?" When you come up with those explanations, you usually also come up with what other objects/decals/etc. should be next to it to make sense.
  18. Corwin

    Dead Island

    Is it me or does that guy with the red shirt (life guard) look creepier than the zombies?
  19. A friend's level design test when he applied for a job was to take any level from a game that allows you to mod its original files, and change the way it was played. Like take a level from HL2, or Crysis, etc. and just rescript it completely differently, like you start at the end, etc. Erratic's suggestion reminds me of this, I thought it was a pretty cool concept
  20. I don't think so no
  21. Playing Enslaved right now. I love it very much! The perfect example of aesthetics being more important, way more important than graphics. This is truly the kind of game I'd like to work on some day
  22. http://www.indiegamethemovie.com/ Sounds interesting, if only for the fact that it may bring a bit of awareness and respect about/for the medium (although it'll probably not touch that much of a large audience.) (Trailer's a bit gay though me thinks)
  23. Great stuff bro!
  24. Great, props for not giving up before
  25. Ok, I don't know for sure, but there seems to be delays in the ammo xml for A2AHomingMissile (in entities/items/ammo/vehicles/) In particular: .... But this should only affect the projectile that gets fired, not the delay before you actually fire. My guess is that in this case the projectile would spawn 0.1 seconds after firing, and probably only be visible after 0.15 seconds. Dunno for sure what these values do. There's also the auto-aim lock-time in the Sidewinder.xml file that I dunno exactly what it does. Do you have to keep aiming at the target for a while before you can shoot or something? If so it probably controls that delay (how long you have to keep pointing at target before shooting) Sorry it's been ages since I played Crysis. If you want to be sure about this, my suggestion is to extract those xml files related to the sidewinder and place them outside the pak files but respecting the same paths (so it'd be in Crysis/Game/Scripts/Entities/etc.) That should force the game to use those files instead of the ones inside the pak files. Then tweak those values and see what they do exactly. (You'll have to restart the game/editor each time you change it)
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