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InsideQC Forums • View topic - Detecting if the player is running away from his enemy?

Detecting if the player is running away from his enemy?

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Detecting if the player is running away from his enemy?

Postby DusterdooSmock » Tue Jun 21, 2011 6:10 pm

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Postby dreadlorde » Tue Jun 21, 2011 6:14 pm

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Re: Detecting if the player is running away from his enemy?

Postby frag.machine » Wed Jun 22, 2011 12:42 am

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: Detecting if the player is running away from his enemy?

Postby DusterdooSmock » Wed Jun 22, 2011 6:14 am

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use as directed. harmful if swallowed

Postby gnounc » Wed Jun 22, 2011 6:20 am

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Re: use as directed. harmful if swallowed

Postby DusterdooSmock » Wed Jun 22, 2011 6:31 am

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;)

Postby gnounc » Wed Jun 22, 2011 6:56 am

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Re: Detecting if the player is running away from his enemy?

Postby frag.machine » Thu Jun 23, 2011 1:06 am

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby DusterdooSmock » Fri Jun 24, 2011 7:36 pm

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Postby Spike » Sat Jun 25, 2011 2:01 am

.
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Postby daemonicky » Sun Jun 26, 2011 2:37 pm

a) Dot product their directions (or velocities). Look for sign of result.
b) compare if distance between them gets larger
c) do b but use some statistics, epsilons, or cummulative change (sum of all changes in few miliseconds to approximate if he is moving in not being on the same spot) ...

frag.machine good idea tracking the health
Think, touch, movetype, solid, traceline ...
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Postby MauveBib » Tue Jun 28, 2011 4:17 pm

Apathy Now!
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Postby daemonicky » Tue Jun 28, 2011 9:43 pm

... or make message box appear "Are You fleeing? - Yes, No, Cancel". ;-)
Think, touch, movetype, solid, traceline ...
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