ok, thanks a lot, i'm looking forward to the extension
Here, simply create a js file with this:
/*
<action jsname="action_send_txt_file_to_var" description="Read a txt file and send it to a variable">
<property name="Filename" type="string" default="Filename.txt" description="Enter the Filemname to be entered"/>
<property name="Variable_Name" type="string" default="" description="Enter the name of variable to be loaded"/>
</action>
*/
action_send_txt_file_to_var = function () {
};
action_send_txt_file_to_var.prototype.execute = function (currentNode)
{
ccbSetCopperCubeVariable(this.Variable_Name,ccbReadFileContent(this.Filename));
};
You can either use this script or what i said ' ccbSetCopperCubeVariable("nodes",ccbReadFileContent("Lvl1.txt"));' inside the action 'execute a javascript'
Don't be afraid to ask me anything else. :-) lucks.
You are welcome pal. :-)
To be clear. You don't put the nodes as is in the variables, you put the names of the nodes either by doing a 'ccbSetCopperCubeVariable(varname, value)' or by using the action 'Set or change a variable'.
So if you wanna move a character to a node named "chair", you either do a ccbSetCopperCubeVariable("end_node", "chair") or a 'Set or change a variable' -> VariableName = 'end_node' , operation = 'Set (=)' , ValueType = 'Value' , Value = 'chair'
Thanks, though I can't take the credit. I made it with ChatGPT.
:-/
And honestly, why don't I create an enemy action or behavior from there? Well, for one thing, it didn't occur to me, haha. For another, there are many types of enemies that work differently: soldiers who take cover, zombies, blind monsters that react to sound, paranormal entities, a math teacher, etc.
Need help making a specific enemy? I can’t promise anything, and I’m busy with an asset pack, but I can try to give you a hand.
:-)
The problem is that there are many types of enemy soldier AI, and depending on the game’s structure and setting, they’ll function in one way or another. A soldier from *DOOM* (1993) or the first *Medal of Honor* isn’t the same as a soldier from *Call of Duty* or *Arma 3*. Even within the same game, you can have soldiers that behave differently. For example: in the first *Half-Life*, you have the marines and the Black Ops.
As I said, I’m not promising anything, but if you’re working on a game, I can try to help you create a soldier-type enemy. I’ll need at least an idea of how you expect them to function. Think of them more like a state machine or something like that, where depending on certain conditions being met, internal functions are activated or not. In other words, something like, “If I don’t see the enemy, then I patrol,” and things like that. Do you have something designed or more or less in mind?
technically, when the enemy soldiers see the player they move to a random waypoint in that area and start firing at player, when the player runs, they chase after him, i want to play hit animations when they are hit 2, preferably 2 random hit anims, but they shouldnt always play hit anims when hit, it should be probability, when they are hit, they don't attack, but after playing hit animation, they continue attacking, if you need other info you can ask please ? :)