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Problema script
#11
Ho capito il tuo problema

Tax il suo problema e la formattazione del testo praticamente essendo che che ce ne già uno attivo, il testo che va mettere dopo prende i parametri del primo .

Allora in ai devi cambiare il tex con una immagine perché di hud testo cene sono un po’ troppi cosi e più facile ottenere l'effetto che Vuoi Tu


o fatto cosi
Codice PHP:
;//Requires v1.17+ DarkAI

desc          DarkAI generic shoot and melee with ally command

:state=0:hudreset,hudx=50,hudy=50,hudimagefine=Tua immagine,hudname=testo,hudhide=1,hudmake=display
:aiteam=1,plrfacing=0:hudunshow=testo
:aiteam=1,plrfacing=1:hudshow=testo
;//debug-----------
;//:state=1,plrfacing=1:fpgcrawtextsize=18,fpgcrawtextfont=arial,fpgcrawtextr=200,fpgcrawtextg=200,fpgcrawtextb=200,fpgcrawtextx=50,fpgcrawtexty=10,fpgcrawtext=state 1 ready
;//:state=2,plrfacing=1:fpgcrawtextsize=18,fpgcrawtextfont=arial,fpgcrawtextr=200,fpgcrawtextg=200,fpgcrawtextb=200,fpgcrawtextx=50,fpgcrawtexty=10,fpgcrawtext=state 2 enemy close
;//:state=10,plrfacing=1:fpgcrawtextsize=18,fpgcrawtextfont=arial,fpgcrawtextr=200,fpgcrawtextg=200,fpgcrawtextb=200,fpgcrawtextx=50,fpgcrawtexty=10,fpgcrawtext=state 10 gut check
;//:state=20,plrfacing=1:fpgcrawtextsize=18,fpgcrawtextfont=arial,fpgcrawtextr=200,fpgcrawtextg=200,fpgcrawtextb=200,fpgcrawtextx=50,fpgcrawtexty=10,fpgcrawtext=state 20 fall back to cover
;//:state=30,plrfacing=1:fpgcrawtextsize=18,fpgcrawtextfont=arial,fpgcrawtextr=200,fpgcrawtextg=200,fpgcrawtextb=200,fpgcrawtextx=50,fpgcrawtexty=10,fpgcrawtext=state 30 heard sound
;//:state=55,plrfacing=1:fpgcrawtextsize=18,fpgcrawtextfont=arial,fpgcrawtextr=200,fpgcrawtextg=200,fpgcrawtextb=200,fpgcrawtextx=50,fpgcrawtexty=10,fpgcrawtext=state 55 closing in
;//:state=67,plrfacing=1:fpgcrawtextsize=18,fpgcrawtextfont=arial,fpgcrawtextr=200,fpgcrawtextg=200,fpgcrawtextb=200,fpgcrawtextx=50,fpgcrawtexty=10,fpgcrawtext=state 67 falling back
;//:varequal=911,plrfacing=1:fpgcrawtextsize=18,fpgcrawtextfont=arial,fpgcrawtextr=200,fpgcrawtextg=200,fpgcrawtextb=200,fpgcrawtextx=50,fpgcrawtexty=10,fpgcrawtext=911 responding
;//----------------------

;//Start

;//local var flags default, escort or responder behavior. 0=default, 1=escort (Ally), 911=responder
:always:localvar=1
:state=0:aiusefullaim=1,setvar=0

;//Dark AI Animations----------------------------------------------------------------------------------------------------

;Walking animations
:ducking=0,strafingleft=1:animationnormal,animate=3
:ducking=0,strafingright=1:animationnormal,animate=4
:ducking=0,movingforwards=1:animationnormal,animate=2
:ducking=0,runningforwards=1:animationnormal,animate=5
:ducking=0,movingbackwards=1:animationreverse,animate=2
:ducking=0,idle=1:animate=1

;Crouching Animations
:ducking=1,movingforwards=1:animate=32
:ducking=1,movingbackwards=1:animationreverse
:ducking=1,strafingleft=1:animate=32
:ducking=1,movingbackwards=1:animate=32
:ducking=1,idle=1:animate=31

;//Common behavior triggers---------------------------------------------------------------------------------

:state=1:airotatetotarget

:state=1,idle=1,aicanshoot=0,aiheardsound=2500:aistop,state=30,etimerstart
:state=1,idle=0,aicanshoot=0,aiheardsound=1000:aistop,state=30,etimerstart

:state=1,ifweapon=1,aicanshoot=1,aitargetdistfurther=70,idle=1,random=1:aisettarget,useweapon,rundecal=6
:state=1,ifweapon=1,aicanshoot=1,aitargetdistfurther=70,idle=0,rateoffire:aisettarget,useweapon,rundecal=6

:state=1,varequal=0,aicanshoot=1,aitargetdistfurther=70,aitargetdistwithin=250:state=54,aistop
:state=1,varequal=1,aicanshoot=1,aitargetdistfurther=70,aitargetdistwithin=150:state=54,aistop
:state=1,varequal=911,aicanshoot=1,aitargetdistfurther=70,aitargetdistwithin=100:state=54,aistop

:state=1,aitargetdistwithin=70:state=2

:state=1,hasweapon=1,ifweapon=0:state=10

;//Take cover when shot
:state=1,shotdamage=1:state=60,aisettarget
:state=30,shotdamage=1:state=60,aisettarget

;//Enemy at close range
:state=2,ifweapon=1,aicanshoot=1,random=3:aifollowplr=0,state=60,aistop,animate=1
:state=2,ifweapon=0,random=5:aifollowplr=0,state=60,aistop,animate=1
:state=2,ifweapon=1,random=1:airotatetotarget,state=190
:state=2,ifweapon=0:airotatetotarget,state=190
:state=2,aitargetdistfurther=100:state=1
:state=2:aisettarget

;//Respond to any sounds
:state=30:aisettarget,airotatetotarget
:state=30,varequal=1,aiheardsound=3000:airotatetosound
:state=30,varequal=0,aiheardsound=3000:aimovetosound
:state=30,healthless=50,aicanshoot=1:aistop,state=1,aicallteam=2000
:state=30,aicanshoot=1:aisettarget,useweapon,rundecal=6,state=1
:state=30,etimergreater=4000,idle=1:state=1
:state=30,ifweapon=0:state=10

;//Fall back to cover while returning fire
:state=60:state=67,etimerstart
:state=67:airotatetotarget
:state=67,aiatcover=0:aimovetocover=0,aisettarget,airotatetotarget
:state=67,ifweapon=1,aicanshoot=1,rateoffire:aisettarget,useweapon,rundecal=6
:state=67,etimergreater=1000,aitargetdistwithin=70,aicanshoot=1,ratoffire:aistop,state=190
:state=67,etimergreater=1000,aicanshoot=0:state=1
:state=67,etimergreater=1000,ifweapon=0:freeze,setaiactive=0,state=25

;//close with enemy for melee if seen nearby
:state=54,idle=1:animate=1,state=55
:state=55,ifweapon=1,aicanshoot=1,rateoffire:aisettarget,useweapon,rundecal=6
:state=55:aisettarget,aimovetotarget
:state=55,aitargetdistwithin=60:state=191
:state=55,aitargetdistfurther=150,varequal=1:aistop,state=1,aifollowplr=1
:state=55,aitargetdistfurther=210:aistop,state=1
:state=55,aicanshoot=0:state=1

;//reloading-------------------------------------------------------------------------
;//when out of ammo, choose to fall back and reload or charge foreward and melee.

;//Assess situation
:state=10,varequal=1,idle=1:aistop,setaiactive=0,aifollowplr=0,state=25
:state=10,varequal=911,idle=1:aistop,setaiactive=0,state=25
:state=10,aitargetdistwithin=70:state=190
:state=10,aitargetdistfurther=70,aitargetdistwithin=120:state=54
:state=10,aiatcover=0,idle=1:aisettarget,state=20,etimerstart
:state=10,aiatcover=1,ducking=0,idle=1:freeze,setaiactive=0,state=25
:state=10,aiatcover=1,ducking=1,idle=1:freeze,setaiactive=0,state=45
:state=10,ducking=0,idle=1:freeze,setaiactive=0,state=25
:state=10,ducking=1,idle=1:freeze,setaiactive=0,state=45

;//Attempt to fall back to cover and reload
:state=20,aiatcover=0:aimovetocover=0,airotatetotarget
:state=20,aiatcover=1,ducking=0:freeze,setaiactive=0,state=25
:state=20,aiatcover=1,ducking=1:freeze,setaiactive=0,state=45
:state=20,etimergreater=500,idle=1,ducking=0:freeze,setaiactive=0,state=25
:state=20,etimergreater=500,idle=1,ducking=1:freeze,setaiactive=0,state=45
:state=20,etimergreater=2000,ducking=0,random=10:freeze,setaiactive=0,state=25
:state=20,etimergreater=2000,ducking=1,random=10:freeze,setaiactive=0,state=45
:state=20,aitargetdistwithin=70:aistop,state=191

;//Reload standing
:state=25:freeze,setframe=6,state=26
:state=26:freeze,incframe=6
:state=26,framebeyond=6 60:reloadweapon
:state=26,varequal=1,frameatend=6:sound=audiobank\guns\reload.wav,state=28
:state=26,frameatend=6:sound=audiobank\guns\reload.wav,state=27
:state=27:state=1,setaiactive=1
:state=28:state=1,setaiactive=1,aifollowplr=1

;//Reload crouched
:state=45:freeze,setframe=36,state=46
:state=46:freeze,incframe=36
:state=46,framebeyond=36 60:reloadweapon
:state=46,varequal=1,frameatend=36:sound=audiobank\guns\reload.wav,state=48
:state=46,frameatend=36:sound=audiobank\guns\reload.wav,state=47
:state=47:state=1,setaiactive=1
:state=48:state=1,setaiactive=1,aifollowplr=1

;//melee strike
:state=190,varequal=0:state=191
:state=190,varequal=1:state=291
:state=190,varequal=911:state=191

:state=191:aisettarget,airotatetotarget
:state=191,aitargetdistwithin=70,aicanshoot=1:state=192,aistop
:state=191,aitargetdistfurther=70:state=1
:state=191,aicanshoot=0:state=1
:state=192:setaiactive=0,state=193,setframe=8
:state=193:incframe=8,airotatetotarget
:state=193,framebeyond=8 60,aitargetdistwithin=70:aisetmeleedamage=10,aiusemelee=1,state=194,sound=audiobank\misc\melee.wav
:state=193,frameatend=8:animate=1,state=1,setaiactive=1,airotatetotarget
:state=194,frameatend=8:animate=1,state=1,setaiactive=1,airotatetotarget

:state=291:aisettarget,airotatetotarget
:state=291,aitargetdistwithin=70,aicanshoot=1:state=292,aistop
:state=291,aitargetdistfurther=70:state=1,aifollowplr=1
:state=291,aicanshoot=0:state=1,aifollowplr=1
:state=292:setaiactive=0,state=293,setframe=8
:state=293:incframe=8,airotatetotarget
:state=293,framebeyond=8 60,aitargetdistwithin=70:aisetmeleedamage=10,aiusemelee=1,state=294,sound=audiobank\misc\melee.wav
:state=293,frameatend=8:animate=1,state=1,setaiactive=1,airotatetotarget
:state=294,frameatend=8:animate=1,state=1,setaiactive=1,airotatetotarget

;//Enemy team2 behavior------------------------------------------

;//Enemy idle- move about randomly
:state=1,aiteam=2,aiaction=0,aicanshot=0,random=30:aimoverandom

;//Ally team1 behavior------------------------------------------

;//Ally idle- start escort/follow when 'G' is pressed and switch to escort behavior
;//Ally Following stop when 'H' is pressed

:aiteam=1,varequal=0,plrdistwithin=70,plrfacing=10:fpgcrawtextsize=18,fpgcrawtextfont=arial,fpgcrawtextr=200,fpgcrawtextg=200,fpgcrawtextb=200,fpgcrawtextx=50,fpgcrawtexty=10,fpgcrawtext=Press [GTo Recruit Ally
:aiteam=1,varequal=0,plrdistwithin=70,plrfacing=10,etimergreater=200,scancodekeypressed=34 1:etimerstart,setvar=1,sound=audiobank\switches\click.wav,aifollowplr=1
:aiteam=1,varequal=1,plrdistwithin=70,plrfacing=10:fpgcrawtextsize=18,fpgcrawtextfont=arial,fpgcrawtextr=200,fpgcrawtextg=200,fpgcrawtextb=200,fpgcrawtextx=50,fpgcrawtexty=10,fpgcrawtext=Press [HTo Leave Ally
:aiteam=1,varequal=1,plrdistwithin=70,plrfacing=10,etimergreater=200,scancodekeypressed=35 1:etimerstart,setvar=0,sound=audiobank\switches\click.wav,aifollowplr=0

:aiteam=1,varequal=1,plrdistfurther=200:aifollowplr=1
:state=1,aiteam=1,varequal=1,idle=1,plrdistwithin=100,aicanshoot=0:aimoverandom

;//-----------------------------------------------------------

;//free teammate respond to call
:varequal=0,aiaction=0,aicalled=2000:airespondtocall,setvar=911
:varequal=911,aicanshoot=1:setvar=0
:varequal=911,idle=1:setvar=0
:varequal=911,shotdamage=1:setvar=0
;//-----------------------------------------------------------

:state=0:setaiactive=1,alwaysactive=1,reloadweapon,state=1

:nearactivatable=0:settarget,activatetarget=2

;//End 


cambia il percorso hudimagefine=Tua immagine con il percorso della tua immagine magari fai un cercio verde con paintNet cosi quandopunti personaggio compare attorno al mirino
 
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Messaggi in questa discussione
Problema script - da alessiobb3b - 30-07-2012, 09:41 PM
RE: Problema script - da Tax78 - 30-07-2012, 09:51 PM
RE: Problema script - da Tax78 - 01-08-2012, 10:02 PM
RE: Problema script - da alessiobb3b - 30-07-2012, 10:01 PM
RE: Problema script - da Tax78 - 30-07-2012, 11:12 PM
RE: Problema script - da alessiobb3b - 31-07-2012, 07:48 AM
RE: Problema script - da Tax78 - 31-07-2012, 09:42 AM
RE: Problema script - da jirby - 31-07-2012, 11:02 PM
RE: Problema script - da alessiobb3b - 01-08-2012, 05:40 PM
RE: Problema script - da alessiobb3b - 01-08-2012, 07:00 PM
RE: Problema script - da jirby - 02-08-2012, 10:52 AM
RE: Problema script - da alessiobb3b - 02-08-2012, 04:32 PM
RE: Problema script - da jirby - 03-08-2012, 03:13 PM
RE: Problema script - da alessiobb3b - 04-08-2012, 01:58 PM
RE: Problema script - da jirby - 06-08-2012, 01:38 PM
RE: Problema script - da alessiobb3b - 06-08-2012, 02:19 PM
RE: Problema script - da jirby - 07-08-2012, 10:21 AM
RE: Problema script - da alessiobb3b - 08-08-2012, 08:22 AM
RE: Problema script - da jirby - 09-08-2012, 12:17 AM
RE: Problema script - da alessiobb3b - 09-08-2012, 09:05 AM
RE: Problema script - da alessiobb3b - 09-08-2012, 05:03 PM
RE: Problema script - da patolina - 09-08-2012, 05:17 PM
RE: Problema script - da alessiobb3b - 09-08-2012, 05:21 PM

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