Summoner Zombie, Bug Fix

Upgraded the summoner zombie to the new AI type, fixed a few typos in
two of the other zombie files which prevented the move function from
properly looping.
This commit is contained in:
Robert Fritzen 2017-12-20 12:15:32 -06:00
parent f4c2eeabc6
commit 00e88cd9ea
4 changed files with 102 additions and 71 deletions

View file

@ -101,6 +101,9 @@ $Zombie::Shifter_Teleport_PrepTime = 1500;
//$Zombie::Shifter_Teleport_Cooldown: The cooldown between each teleport //$Zombie::Shifter_Teleport_Cooldown: The cooldown between each teleport
$Zombie::Shifter_Teleport_Cooldown = 12500; $Zombie::Shifter_Teleport_Cooldown = 12500;
//$Zombie::Summoner_Cooldown: The cooldown of the summoner zombie's summon ability
$Zombie::Summoner_Cooldown = 25000;
//MISC Globals, Do not edit. //MISC Globals, Do not edit.
$Zombie::killpoints = 5; $Zombie::killpoints = 5;
$Zombie::RogThread = "cel1"; $Zombie::RogThread = "cel1";
@ -292,6 +295,8 @@ function TWM2Lib_Zombie_Core(%functionName, %arg1, %arg2, %arg3, %arg4) {
%arg1.canJump = %arg3; %arg1.canJump = %arg3;
case "recentshift": case "recentshift":
%arg1.recentShift = %arg3; %arg1.recentShift = %arg3;
case "cansummon":
%arg1.cansummon = %arg3;
case "canshield": case "canshield":
%arg1.canShield = %arg3; %arg1.canShield = %arg3;
case "firingweapon": case "firingweapon":
@ -543,6 +548,7 @@ function TWM2Lib_Zombie_Core(%functionName, %arg1, %arg2, %arg3, %arg4) {
%zombie = new player() { %zombie = new player() {
Datablock = "SummonerZombieArmor"; Datablock = "SummonerZombieArmor";
}; };
%zombie.canSummon = 1;
//Sniper Zombie //Sniper Zombie
case 11: case 11:

View file

@ -112,5 +112,5 @@ function ZombieArmor::Move(%datablock, %zombie) {
%zombie.hastarget = 0; %zombie.hastarget = 0;
%zombie.zombieRmove = schedule(%zombie.updateTimeFrequency, %zombie, "TWM2Lib_Zombie_Core", "zRandomMoveLoop", %zombie); %zombie.zombieRmove = schedule(%zombie.updateTimeFrequency, %zombie, "TWM2Lib_Zombie_Core", "zRandomMoveLoop", %zombie);
} }
%zombie.moveloop = %datablock.schedule(%zombie.updateTimeFrequency, %datablock, "Move", %zombie); %zombie.moveloop = %datablock.schedule(%zombie.updateTimeFrequency, "Move", %zombie);
} }

View file

@ -118,5 +118,5 @@ function ShifterZombieArmor::Move(%datablock, %zombie) {
%zombie.hastarget = 0; %zombie.hastarget = 0;
%zombie.zombieRmove = schedule(%zombie.updateTimeFrequency, %zombie, "TWM2Lib_Zombie_Core", "zRandomMoveLoop", %zombie); %zombie.zombieRmove = schedule(%zombie.updateTimeFrequency, %zombie, "TWM2Lib_Zombie_Core", "zRandomMoveLoop", %zombie);
} }
%zombie.moveloop = %datablock.schedule(%zombie.updateTimeFrequency, %datablock, "Move", %zombie); %zombie.moveloop = %datablock.schedule(%zombie.updateTimeFrequency, "Move", %zombie);
} }

View file

@ -1,3 +1,5 @@
$TWM2::ArmorHasCollisionFunction[SummonerZombieArmor] = true;
datablock PlayerData(SummonerZombieArmor) : LightMaleHumanArmor { datablock PlayerData(SummonerZombieArmor) : LightMaleHumanArmor {
runForce = 60.20 * 90; runForce = 60.20 * 90;
runEnergyDrain = 0.0; runEnergyDrain = 0.0;
@ -34,35 +36,53 @@ datablock PlayerData(SummonerZombieArmor) : LightMaleHumanArmor {
max[Grenade] = 0; max[Grenade] = 0;
}; };
function SummonerZombiemovetotarget(%zombie){ function SummonerZombieArmor::armorCollisionFunction(%datablock, %zombie, %colPlayer) {
if(!isobject(%Zombie)) if(!isObject(%zombie) || %zombie.getState() $= "dead") {
return; return;
if(%Zombie.getState() $= "dead")
return;
%pos = %zombie.getworldboxcenter();
%closestClient = ZombieLookForTarget(%zombie);
%closestDistance = getWord(%closestClient,1);
%closestClient = getWord(%closestClient,0).Player;
if(%closestDistance <= $zombie::detectDist){
if(%zombie.hastarget != 1){
%zombie.hastarget = 1;
} }
%chance = (getrandom() * 20); if(!isObject(%colPlayer) || %colPlayer.getState() $= "dead") {
if(%chance >= 19) { return;
%chance = (getRandom() * 12); }
if(%chance <= 11) //Check to make sure we're not hitting another zombie / boss
serverPlay3d("ZombieMoan",%zombie.getWorldBoxCenter()); if(%colPlayer.isBoss || %colPlayer.isZombie || %colPlayer.rapierShield) {
else return;
serverPlay3d("ZombieHOWL",%zombie.getWorldBoxCenter()); }
//Damage.
%causeInfect = %zombie.damage_infectOnTouch;
%baseDamage = %zombie.damage_amountOnTouch;
%multiplier = %zombie.damage_alreadyInfectedMultiplier;
%total = %colPlayer.infected ? (%baseDamage * %multiplier) : %baseDamage;
%pushVector = vectorscale(%colPlayer.getvelocity(), 100);
%colPlayer.applyimpulse(%colPlayer.getposition(), %pushVector);
if(%causeInfect) {
%colPlayer.Infected = 1;
%colPlayer.InfectedLoop = schedule(10, %colPlayer, "TWM2Lib_Zombie_Core", "InfectLoop", %colPlayer, "impact");
}
%colPlayer.damage(0, %colPlayer.getPosition(), %total, $DamageType::Zombie);
}
function SummonerZombieArmor::AI(%datablock, %zombie) {
if(!isObject(%zombie) || %zombie.getState() $= "dead") {
return;
}
%pos = %zombie.getWorldBoxCenter();
%closestClient = TWM2Lib_Zombie_Core("lookForTarget", %zombie);
%closestDistance = getWord(%closestClient, 1);
%closestClient = getWord(%closestClient, 0).Player;
if(isObject(%closestClient) && %closestClient.getState() !$= "dead") {
if(%closestDistance <= $zombie::detectDist) {
%zombie.targetPlayer = %closestClient;
%zombie.moveloop = %datablock.Move(%zombie);
}
} }
if(%zombie.SumTicks $= "") { if(isObject(%zombie.targetPlayer)) {
%zombie.SumTicks = 19; //summon right away Pl0x //Summoner Logic
} if(%zombie.canSummon) {
%zombie.SumTicks++; %Ct = GetRandom(1, 3);
if(%zombie.SumTicks > 20) {
%zombie.SumTicks = 0;
%Ct = GetRandom(1,3);
%type = GetRandom(1, 8); %type = GetRandom(1, 8);
if(%type > 5) { if(%type > 5) {
%type += 3; %type += 3;
@ -77,32 +97,37 @@ function SummonerZombiemovetotarget(%zombie){
%time = %i * 1000; %time = %i * 1000;
schedule(%time, 0, "TWM2Lib_Zombie_Core", "SpawnZombie", "zSpawnCommand", %type, %SumPos); schedule(%time, 0, "TWM2Lib_Zombie_Core", "SpawnZombie", "zSpawnCommand", %type, %SumPos);
} }
TWM2Lib_Zombie_Core("setZFlag", %zombie, "canSummon", 0);
schedule($Zombie::Summoner_Cooldown, 0, TWM2Lib_Zombie_Core, "setZFlag", %zombie, "canSummon", 1);
} }
%vector = ZgetFacingDirection(%zombie,%closestClient,%pos);
%fmultiplier = $Zombie::ForwardSpeed;
if(%closestDistance <= $zombie::lungDist && %zombie.canjump == 1)
%fmultiplier = (%fmultiplier * 4);
%vector = vectorscale(%vector, %Fmultiplier);
%upvec = "150";
if(%closestDistance <= $zombie::lungDist && %zombie.canjump == 1){
%upvec = %upvec * 2;
%zombie.canjump = 0;
schedule(1500, %zombie, "Zsetjump", %zombie);
} }
%x = Getword(%vector,0); %datablock.schedule(%zombie.updateTimeFrequency, "AI", %zombie);
%y = Getword(%vector,1);
%z = Getword(%vector,2);
if(%z >= 600)
%upvec = (%upvec * 5);
%vector = %x@" "@%y@" "@%upvec;
%zombie.applyImpulse(%pos, %vector);
}
else if(%zombie.hastarget == 1){
%zombie.hastarget = 0;
%zombie.zombieRmove = schedule(100, %zombie, "ZSetRandomMove", %zombie);
}
%zombie.moveloop = schedule(500, %zombie, "SummonerZombiemovetotarget", %zombie);
} }
function SummonerZombieArmor::Move(%datablock, %zombie) {
if(!isObject(%zombie) || %zombie.getState() $= "dead") {
return;
}
%pos = %zombie.getWorldBoxCenter();
TWM2Lib_Zombie_Core("playZAudio", %zombie, 100, 40);
//
%vector = TWM2Lib_Zombie_Core("zombieGetFacingDirection", %zombie, %zombie.targetPlayer.getPosition());
if(%closestDistance <= $Zombie::LungeDistance && %zombie.canjump == 1) {
%vector = vectorScale(%vector, 4);
}
%vector = vectorScale(%vector, %zombie.speed);
%upvec = "150";
if(vectorDist(%pos, %zombie.targetPlayer.getPosition()) <= $Zombie::LungeDistance && %zombie.canjump == 1) {
%upvec *= 2;
TWM2Lib_Zombie_Core("setZFlag", %zombie, "canJump", 0);
schedule($Zombie::BaseJumpCooldown, 0, TWM2Lib_Zombie_Core, "setZFlag", %zombie, "canJump", 1);
}
%x = Getword(%vector, 0);
%y = Getword(%vector, 1);
%z = Getword(%vector, 2);
if(%z >= 600) {
%upvec = (%upvec * 5);
}
%vector = %x@" "@%y@" "@%upvec;
%zombie.applyImpulse(%pos, %vector);
}