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InsideQC Forums • View topic - 2 Fishies-related questions

2 Fishies-related questions

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2 Fishies-related questions

Postby CocoT » Sat Mar 22, 2008 2:51 pm

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Re: 2 Fishies-related questions

Postby Dr. Shadowborg » Sat Mar 22, 2008 4:35 pm

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Postby Canadian*Sniper » Sat Mar 22, 2008 11:39 pm

make the fish move like the scrag and if the fish mdl is out of the water, make it jump up a bit :P Hell make it jump out of the water and start flopping on the ground :]

So ya perhaps the best fix is to just make the fish chase it's target until it finds a new target.
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Postby CocoT » Sun Mar 23, 2008 12:50 am

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Postby mh » Sun Mar 23, 2008 2:14 pm

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Postby CocoT » Mon Mar 24, 2008 12:19 am

Thanks for the pointer, mh! you totally confirm my suspicions :(
I tried to play around with it yesterday and could not find an easy solution. At this point, what I've done is make, as Canadian Sniper suggested, fish fly instead of swim, then edit the models so that they appear lower than they are (otherwise they'd kind of hoover above water level, which was weird). It works fine, except of course that the player cannot leave the water, otherwise, the fish would just follow him :P
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Postby Gilgamesh » Tue Mar 25, 2008 11:02 pm

... like Piranha II: The Spawning (1981) :lol: :lol: :lol: :lol:
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Postby CocoT » Thu Mar 27, 2008 10:46 pm

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Postby venomus » Tue Apr 01, 2008 10:42 am

Someone needs to do a Quake fishing sim :roll:
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Postby Urre » Tue Apr 01, 2008 1:39 pm

CocoT: actually, I think you should rather make them walk. That'd ensure that they can't exit the water, as long as there are no stairs and slopes they can use. Make it a pool you have to jump out of, and it'd be fine. Assuming ofcourse the water is shallow in all spots, or the fishy would "drop" to the bottom of the lake :P

It obviously is possible to switch between different modes, but that requires experimentation and whatnot. Best I can think of is do an onground check, if true, walk, otherwise swim. Also, if players origin is above self origin, and player is in water, then swim (to ensure they don't walk around the bottom of some lake). This should basicly do it, it'd allow fishy to enter walk mode when a slope makes the water shallower, as they'd detect floor when they get close to the edge of the water, and start walking. If the player then goes back into the water, the fishy will walk after him, until the player is at all above the fishy, and thus start swimming again.
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Postby venomus » Tue Apr 01, 2008 3:28 pm

Just make the fish chase after a helper entity placed underneath the player when they are on the surface (using a waterlevel check). Provided the entity is still inside the players bounding box the player should take damage when the fish try to nibble it.

Also I should mention that Quoth apparently fixed a number of bugs with monster_fish including not swimming towards a player on the surface, but those people havn't released the source code yet.

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Postby leileilol » Tue Apr 01, 2008 3:49 pm

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Postby Dr. Shadowborg » Tue Apr 01, 2008 6:18 pm

Here's an idea:

1. When the player is not in the water, make the fish find out the direction to it's enemy, but remove the height related part. (i.e. treat it just like if the player were on the same height as the fish)

2. Make the fish try to walkmove in that direction.
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Postby venomus » Tue Apr 01, 2008 10:24 pm

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