Thanks!

I saw the vids! It's nice!
BTW, I'm gonna be investigating the patrolling guard sample in the RF tech demo. If any one of you guys (if you guys are still here) here knows how that worked, it's more nicer.
Oh yeah, forgot. I wrote there:
CRxTRDude wrote:I observed the tech demo (rftechv1.3DT) 'cuz I played the RF demos first before doing the game... I tried to use the guards and observed the coding, but it was like relearning programming stuff again.
I meant that I opened the 3DT on the RFEditPro, and looked at the properties of the robot and the scriptnodes (forgot the name) plus I checked the SimKin codes of the robot.... I then copy pasted the robot from the demo. I got stuck there when I played it when it detected me... No matter how much I modified there, I thought there was something missing... The robot always stays guarding. I got lost afterwards... Dunno where to go from there...
EDIT: DONE MY RESEARCH. It seems that the Simkin code used there looked like this (In fact this is actually "robot1.s"):
Code: Select all
{
IDLE [idle]
WALK [walk]
RUN [walk]
FOV [160]
SIGHTDIST [1000]
YAWSPEED [70]
WALKSPEED [30]
SCALE [1.7]
DAMAGEATTRIBUTE [health]
TELEPORTTARGET [Rezpoint1] // or whatever the name of the ScriptPoint...
SW [0]
SH [0]
Start[ ()
{
// Console(true);
SetFOV(FOV); // set field of view
BoxWidth(50);
FindTargetOrder(SIGHTDIST, "FoundTarget", DAMAGEATTRIBUTE); // seen a target to chase
RotateToPoint(IDLE, YAWSPEED, false, ""); // go to point if any specified
MoveToPoint(WALK, WALKSPEED*SCALE, ""); // move to starting point
NewOrder("Guard");
} ]
Patrol[ ()
{
// patroling from point to point, looking for special orders in each script point (i.e. "Guard")
NextPoint();
NextOrder();
RotateToPoint(IDLE, YAWSPEED, false, "");
MoveToPoint(WALK, WALKSPEED*SCALE, "");
RestartOrder();
} ]
Guard[()
{
// just look around a bit
Rotate(IDLE, YAWSPEED, 0, -160, 0, "");
Delay(IDLE, random(3,5), "");
Rotate(IDLE, YAWSPEED, 0, 160, 0, "");
Delay(IDLE, random(3,5), "");
Align();
NewOrder("Patrol"); // continue to patrol
}]
FoundTarget[ ()
{
// target discovered
SetKeyPause(true); // disable keyboard
RotateToPlayer(IDLE, YAWSPEED, false, "");
LowLevel("camera");
}]
camera[()
{
// place the camera behind the pawn so the player can see who found him
SW = GetScreenWidth()/2;
SH = GetScreenHeight()/2;
AttachCamera();
TiltCamera(ConvertDegrees(20));
HighLevel("ViewTarget");
}]
ViewTarget[()
{
// just look at the player
ShowTextDelay(0, "", IDLE, "<Player><CR>You were discovered", 12, 5, "", SW, SH, "center", 255);
LowLevel("forbidden");
} ]
forbidden[()
{
// move player to TELEPORTTARGET
DetachCamera(); // return camera to player
TeleportEntity("Player", TELEPORTTARGET, 64, 0, 0, true);
// name of the 1st scriptpoint in the path is equal to the seven leftmost characters of the pawn's name
POINTNAME=LeftCopy(self.EntityName, 7);
TeleportEntity(self.EntityName, POINTNAME, 0, 0, 0, true); // move the pawn to the 1st scriptpoint
NewPoint(POINTNAME);HighLevel("Continue");
} ]
Continue[()
{
SetKeyPause(false); // re-enable keys
FindTargetOrder(SIGHTDIST, "FoundTarget", DAMAGEATTRIBUTE); // re-activate target order
NewOrder("Guard");
}]
}
Now what I wanted to do here was the guard (instead of displaying the message) would chase after Nikki first
long before Nikki is captured and respawn.
Now is there a way to modify that code for that purpose? Would be happy if someone would.