rpgprog
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Thank you for checking.PvtRyan said:To clear up the antlion thingy: it's a setting in Hammer 'Ignore Bugbait yes/no'.
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Thank you for checking.PvtRyan said:To clear up the antlion thingy: it's a setting in Hammer 'Ignore Bugbait yes/no'.
?? Quicker than one if statement? If that's the case (including the actual OS querying calls etc), i'm impressed.FireCrack said:@SLH
Yeah, but the processor achitecture can do time very efficiently.
SLH said:But then how would you use the system time without using an if statement anyway??
This:surely can't be faster than this:Code:if(TimeToCheck <= SystemTime) { if(whatever) do something; }
Code:if(whatever) do something;
SLH said:But then how would you use the system time without using an if statement anyway??
This:surely can't be faster than this:Code:if(TimeToCheck <= SystemTime) { if(whatever) do something; }
Code:if(whatever) do something;
rpgprog said:As you can see, this is a lot of unnecessary calculations
that may be true, the first part, and I thought about that. and you are right about the limit. if you had more no more would spawn, however, as soon as one died, replacements came in,ZoFreX said:You could have an event driver system that just changes the antlion behaviour pointer to the function that defines passive as opposed to aggressive when the bugbait is given to you, this would only need to be done once.
Seeing as there is a flag on the antlions which can be changed by map editors, the game must somehow be checking whether they are hostile or not already, so changing that flag in real time can't be that difficult.
Also last time I checked (long time ago, computer is very unstable atm) you could only get a limited number of antlions at one time anyway (4 I think).
After you kill the first antlion king, you enter cave with vortigs and humns. there is chinese food boxes averywere.
Jintor said:^
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Really?
I didn't see a manual
PCBuster said:After you kill the first antlion king, you enter cave with vortigs and humns. there is chinese food boxes averywere.
The striders are huge which means they are about as heavy as the tanks.
NJspeed said:This is the end of the strider discussion: When you emerge from the door into the tunnel where he appears, there is a wall a short distance down the tunnel to your left. The strider BREAKS THROUGH that wall and proceeds to attack you. There is ANOTHER wall a short distance behind the strider, which can look similar to the first if you don't actually see the strider bust through. The trigger for the strider to break through is the player moving down the tunnel to the right a bit. If you actually watch the Strider appear, not just turn after you start getting fired at, you'll see him break through the wall.