|
|
Feb 27 |
-
timing of finis - and global action
-
comes a bit too soon when fourthing killed ? or when one escapes - especially
the latter - fix in fourthing script - or put a silent first action in
the finis Action stores!
-
just in finisAcouple and finisFour
-
somwtimes a bit slow when the things escape - I'm not convinced that
we are getting a reaction as soon as all have either been killed or escaped
- added escape message to the fourthings timesup triggers
-
but I only check in the doHitChecks section of tgShootThings - add it
to the doChecks functions
-
although I really mean the timing of each action
-
plus all the AS of thing - not to be lying on back at wrong moments!
-
I liked the first action in finisAcouple - maybe we reuse it!
-
anomolie - I got into the finisState before the last one had run out
- I think I need to lengthen my timesup!
-
the fourthing timeup triggers weren't sending their messages!
-
OK I put actions in finisAcouple
-
check - are they a good length? - yes
-
check - global body - what to do! - getinface is a little in front and
to the left and faces - I drew a pic for self
-
Tried using gloatpos - which is good but can go outside the arena -
hmm - shall I let it be for now?
-
now I need to make another getinface but with reversed rotation! - finisface
-
its sort of OK - ish - but if I run in a circle I seem to get the back
of the head - -might also be tooclose - sso needs checking in the cave/idesk
-
finisNone
-
check length of each action - ok
-
check gloabl body - okish - perhaps we need another thing that's not
gloatpos but is walking away?
-
finisFour
-
check length of actions - ok
-
check global bod - second was was odd I expected the freedom turn
- but I had removed that action - hmmm
-
Add extra action in killed three - to stop it instantly saying - so
you're bloodlust is over
-
The thing is much too high up - does this simply mean i make its path
to the floor go down further? Ands sometimes its not - its up for gloatpos
and down for finisface - at least when I did finisFour it was ! arghhghg
- also it has that irritating bob up and down thing
-
made shorter = 4! what will that do ? may mean changing the avDCS paths
but if it helps the rest - so be it!
-
these seems to fix the bob - now the thing seems short - and so I could
change it in th avDCS to ground path?
-
nb - just noticed that in thingscene I rotate the gloablbody by 180
degress - so its no wonder that in this scene all the globbod things are
working 180 of what I expect - hmmm - if I ended up the avDCS path at 180
all would be fine!
-
Still to check
-
if thing is lying on back when its behind the user - it shouldn't be!
-
I put in a couple of actions in the killed_three action store to make sure
it didn't start talking too quickly and now I don't hear it talk at all
-
timing from finis to exit
-
must turn gun off appropriately if user times out/exitTwo
-
sometimes I'm getting to finisAcouple before they're all dead - is this
the timer or is this another problem?
-
Continuing GB probs
-
FinisFour and ExitOne - the thing is backwards - check the globalbody poses
-
-
I may be in serious hoo ha cos when I went from finisAcouple it was the
right way around
-
go from finisNone
-
is this random or what?
-
or what - if I look at the thing - it turns as the cave turns and is not
keeping in front of and pointed at the person - no idea why this has been
working up til now at all - when behind it should just have the same orientation
as the user
-
OK now I'm going to make the last two scenes which we will pop to at the
end of our current scene
-
made exitOne scene
-
added exitscript to thingscene with all calls to end it all and turn
on the exitOne scene - hmmm
-
remember to turn off the fourthingscene - or should I just do it here
in the exitOne? - for now I will
-
Timing seemd ok but...
-
I'm missing the maniacal laugh - cuts too soon - no its just missing!
-
I put in a different sound and that also cuts out - what am I doing?
-
when I turned everything off I want things to be dark and they were
blue - if the thingscene holds the BEGIN script info this will be avoided
- but I do need to make the earthsky blackneed to check where/how
these scenes are turned on
-
the fog is still on in the next scene - changed the script file
-
exitOne narration is too quiet - turned to 0.5
-
for the other one I need to turn the original scene back on without resetting
it
-
the thing scene - need another dance action timer
-
the plain scene
-
can scenes fade in and out?
-
made the samrocks into walls
|
Feb 26 |
-
Yesterday going out to dinner and getting a headache I started to feel
better and looked at the global body stuff -
-
thought I'd worked out how to get stuff in ther objects own system -
but when I test I do not find I am being successful and any transformations
over the object are effecting the place it goes to relative to the user
-
my seond hack to avoid getting into this is to just send a message which
tells it where it is! - no that won't work - I am lost. - what I want ids
the first calulation of get right to use as the initial value of its calculation
the place where the ting now is
-
I put in another path that returned the rotation in the avDCS to 0 and
this seems to help a lot
-
now have to fix the fact that we do not "fall down" with the thing!
If I look at the numbers it starts at 5 and drops to -9 - or from 3 to
-3? so is it still being affected by the avatarDCS z transformation - why
when the others are OK?
-
tried taking out the normalize etc and no dice - still staying up in
the air
-
I'm also seeing that dip as the thing goes between
-
changed from userPos to navPos and we ran all over the shop so does
this mean when I do stay close - it won't! ie now we can't use navpos
-
put in get in faces and its still up in the sir and I don't believe
turning to get in the face either
-
I think I've hacked it must horribly - by adding two more paths -
-
one for the thing to run behind - did it? - triggerd by the pick up
-
one for it to go down - triggerd by the cageshot
-
worried that the cageshot triiger can retrigger? - I disable d the trigger
-
now the get in face is the wrong way round but the getbehind is wonderful
- I think
-
I'll need some global actions for run away - hang around etc - tried using
turnaway - run to roc etc - but they are liked and we do a go down after
the runtogrock - how is that possible - I see it called so it seems to
be - plus we ran right out of the area! urg
-
must take out the actions with the thing lying on its back as it runs around
behind!
-
Doing stuff with the fourthings
-
made separatre quiet things and taunt triggers
-
made all run actions 1 sec-ish
-
made taunt soundbites start immediately
-
one fthing does not scream - cockney three
-
Still getting thing saying things from the taunttwo action store - I
put a cout in the brain to print if we are in that state but I see nought!
- how is taunt called?
-
finis* is called in an event message
-
message sent by shootThings
-
changed the message to thingTaunt
-
still I hear these message - they must be duplicated somehow - no they
only exist in the tauntTwoAS
-
when I let it run all through - and I want the store to play I see the
couts in the code
-
when these actions play uninvited I do not see couts in the code - can
it be that the taunt AS is somehow accessing and playing them?
-
yes I had two tauntTwoAS's - urgh
-
I heard "you're getting quite a taste for this " ie killed three and
then get after them you cowards - not good\
-
so the killed events also need to change the eweight in shooting - this
doesn't seem to be happening - actually it could be happening and then
getting changed back - ie if we are still in the first time thirs - then
it would change - let it stay for now!
-
its also strange when you've just killed 3 and if your not shooting
cos your're not near the last one - you so soon get the "so your blood
lust is dying down" remark
-
if I take the close = 0 out of resetFlags - would that fix this?
-
I could also add another silent action into the killedAS's so that the
not shooting stuff didn't kick in too soon
-
However there is a problem - if during the time we shoot one thing and
the ahit flag is on we also hit another thing - ie I want a second flag
that keeps us in the "hit" state, but I still need to be able to tell is
a hit is coming in - so I addded another flag - so kill me!
-
I think this is good enough - I've checked once - now it just needs
more checks
-
thing three does not scream at death
-
audio file exists but is in lure store? - fixed
-
because we do not interrupt with the hit message immediately - because
I don't want the thing shouting hooray the fthing screraming and the gun
going odff at the sawe time - I'm sometimes getting the thing shouting
that you've missed just as we in fact are hitting - how to fix?
-
just put in another silent action store that goes for however many secs
before the kill
-
but then we have time for another action to occur before we get the
reaction from the hit
-
changed tgShootThings to reset ahit only after the whole action store
is emptied!
-
sound crack as cageshot - things shouts hooray fthing reenter - turned
gun force field sound down to 0.2 - down to 0.1
-
gun must paly stop play start
|
Feb 25
|
-
made a new source directory - where I will begin experiments on the new
movement classes
-
finish putting in things speeches etc
-
Now to check it all ! -
-
existance of soundbites
-
gun sound is not happening - fixed
-
did the imagun happen? - yes
-
I heard the beginning of finisNone - then I time out - but the timer
is 30 secs and I seem to be timing out in about 11 secs? - cahnged it to
60 secs and I got taunts
-
Did I hear the subsequent taunt?
-
I heard two of the thing's taunts - right at the beginning - how was that
- just as I was about to shoot the things
-
also I ran so fast that I started to shoot them before I'd got through
some other speeches - and this screwed stuff up too
-
I do think the fthings reactions must be instantaneous
-
I'm not sure we are going correctly to the sad reactions after 3 have been
shot - check the code - it seems we're still yelling kill jkill - actually
they are all checked off - I think I need to change how this comes downs
-
timing
|
Feb 24 |
-
feb 22 recorded all the remaining soundbites
-
feb 23 topped and tailed soundbites
-
realised I hadn't changed the samples to 32000 - so I made newfiles new.blah
at the correct sample rate - so now I have to take the old files out of
the bak up and change all the file names I just put in! - first check they
are really at the right rate!!!
-
put soundbites into fourthingscenetwo - check
-
so far I'm not convinved the fourthing taunts should wait a second
-
it also seems possible to interrupt them in a way that's not good
-
they come onto the scene too slow - what calls them? - OK I made them faster
and I put back in the RUN scream - but it may be a little too queer
-
Now put in the Thing's speeches - check all tomorrow
-
I put in things speeches up until finis - need also to out in gun and narrator
|
ToDos |
-
Need to FIX that avatar DCS /rock mess
-
NB - xpTimer NOT as a pointer - maybe this will fix some of the wackiness
in timing stuff
-
Is initializing the frequency in flasher to 0 a problem?
-
Fix cage fall path
-
make it work from start to finish
-
turnoff fourthingScene/turnon fourthingtwo scene
-
make walls around arena and menhir objects walls
-
PointatTriggers can specify distance
-
navOn after cage falls
-
scripts in init positions
-
transition from first to second scene - soundbite + model + scene
-
two "exit" scenes with any language they need
-
cometoHand
-
globallbody
-
Don't forget to take couts out of tgShootThings
-
When the real actions are recorded we may have to fiddle with timing of
such things as
-
thing saying get 'em, fourthings arriving
-
thing saying "great" fourthings screaming as they die
-
Also will have to check sounds levelss
-
reset()
-
change floor model - or change black thing to green
-
transition scenes have to be made - could just fade to black for now
-
make video
|
Feb 19 |
-
check Finis
-
need exit conditions
-
timesup
-
thingiskilled - ie a switch goes off - body only! - a blam goes on
-
forgot to put the new actionStores in the brain's parse options
-
Checked all
-
finisNone - check
-
finisFour - check
-
finisAcouple - check
-
beg/tauntTwo - check
-
exitOne - check
-
exitTwo - not working - it wasn't sending the righjt messages
-
But Now the whole thing is fucked! - we are not getting the hit messages
- not getting Great!, just getting first button and don't you want to escape
ie shootCageAS - seems to have something to do with hitting the second
button and dropping the gun? - but why?
-
we'r getting out of "shootingthings" state into a diff brain state and
so not getting into any of the shootingThings states
-
OK the grab on the gun object was causing us to go to the shootCageFirst
brain state - now I've put that on the same button two message that is
the gun getting picked up, in a switch which is then turned off
-
also getting a weird soundbite "You're go" interering with notmoving
(which I want to make on a smaller trigger incidentally)
-
make list of other todos
-
list of sounds and soundbiters needed
-
fix globalbody - one thing is that I believe it zeros out the z, so we
stay stuck up in the air - rather than being on the ground - I also have
to add running away and taunt distance behavior
|
Feb 18 |
-
FYI the things sequence of events
-
incageAS - last thing it says is "pick up the gun - middle button" - actionInSeq,
at end goes to:
-
-> pickUpGunAS - random action until:
-
gunscene detects the pickup ->interrupt/shootcagefirstAS (maybe a little
delay/silent action to let the gun get to the hand) - actionInSeq, at end
goes to:
-
->shootCage - random action until:
-
gunscene detects cage shot ->interrupt/cageshotAS (Maybe a cheer, then
a little delay/silent action while we fall and fthings come out - actionInSeq,
at end goes to:
-
->shootThings, starts at notmoving - now instead of sending messages to
change the brainstate (brain_purple), we are also sending messages to the
shootThingsCL
-
thingsceneTwo has the "notmoving" trigger for the shootThingsCL, which
is turned on by gunscene when caveshot detected - so we could have moved
out of this space during the cageshotAS and never trigger this behavior
-
the chasingThingsTrigger is also turned on when caveshot detected - this
will send a "shooting" message to shootThingsCL, whenever button1 is pressed
-
the timeTriggers for shootThings are also started when caveshot begins
-
the fourthingscene detects when the user is "close"/"notclose" and when
the user has killed one of the fourthings "hit" - and sends messages
-
"close" results in the thing being quiet - quietAS, is there an interrupt
message here? No.
-
"notclose" means the class checks to see if shooting is occurring, if not
the thing exhorts the user to shoot - notShootingAS
-
"notclose" and "shooting" means the thing checks for hits, if not exhorts
appropriately - missingAS
-
"hit" messages lead to killedOne/Two/ThreeAS - first very happy, then also
congratulatory, third moreunhappy - with an interrupt message to the brain
- sent from fourthings scene
-
"escaped" messages - sent from fourthings scene
-
oops its possible that, if we shoot the thing just as it escapes, we will
get both the escaped and the hit messages - drat! - disable each
of the fourthings invisibleSwitch/pointatTriggers if the user is close
as the Things escapes
-
the fourth hit leads us to finis
-
we also need an escaped message - and to put in the code if killed_ plus
escaped >= 4 -> FINIS
-
Need
-
to add the timers and timer messages - where to put - in thingsceneTwo
- these change the eweight
-
seems to me that both missing and notshooting should change by eweight
- make it so
-
so now need to put an action of each eweight flavor in these two action
stores - I do not think this is properly checked
-
make sure the timers are sending their messagess
-
we are not getting the finis messages
-
killed four and saw 4 killed message
-
killed three and one escaped - no message
-
killed 1 and 2/3 option appeared - which is actaully right
-
need the escape messages to be delayed until the escape is effected
-
1/3 time 3 killed "first button" and "wasn't right" - correct
-
2/3 time and 3 killed "nono " "middle" - correct
-
killed three and saw 4 killed message - I will turn off the invisibleSwitch/PointatTriggers
so that they cannot send another hit message - still getting another hit
message
-
the gunflash is switching the invisible trigger on again so what I need
to do is to disable the actual pointatTriggers
-
make timesup Timer sa bit longer
-
Add Finis
-
add eventOccurred to shootThings - shot_none, shot_four, shot_couple
-
add FINIS_NONE, FINIS_FOUR, FINIS_ACOUPLE, BEG, TAUNT_TWO, EXIT_ONE, EXIT_TWO
states to the brain
-
it made but I did noty check it at all
|
Feb 17 |
-
notmoving - needs to start on and not turn off until we get out of the
nomoving zone - which seems too big, still might want this to be more
about the user moving too muching!
-
fixed newBrain so that caveshot finished and automatically goes to shoot_things
-
now 2 options are working
-
I delayed the things "great" reaction to a hit so that the fourthing
has time to scream - rather pedanticvally waiting exactly the same time
- depending on the scream length - the things comment should come a bit
quicker
-
also need to have a visual sense of the things sticking behind us -
at the moment its facing the wrong way!
-
now getting, not shooting
-
missing needs an eweight - now its working
-
but I may want to put some silent options in the notshooting and missing
categories its incredibly annoying!
-
later the thirds and twothirds timers are meant to adjust the eweight
-
some timing issues
-
shootcaveAS not "interrupted" quick enough - where is this called - we
may have to put a "quiet" action into the caveshot action store to
help the timing between fourthings returning and thing saying get them
-
pick it up ditto (which first or subsequent?) - where is this called
-
time the things exhortation to get the fthings and the 4things returning
into the scene better
|
Feb 16 |
-
nb - don't know why the messages don't simply call setState with the appropriate
state!! - it does seem silly but I think I'll leave it
-
did I finish adding shootThings in the brain? - think so
-
but I did not add any FINIS states
-
need to test the shootthings class and the actions stores see belows
-
added AS(sounds and actions) see file for soundbites needed
-
pickupGun
-
shootCage First
-
shootCage
-
cageShots
-
added shootThingsClass to scenefile
-
its state starts out as NOT_MOVING until something alters it - which
could be one of the things getting close!
-
put in a notmoving user trigger
-
close - in the 4things userttriggers - but this gets reset in the class
and will this be a problem? also need to interrupt brain_purple - instead
of resetting it each go around I will make it have to sepcifically reset
- ie by another call - notclose
-
shooting - in the script_gun (don't want to effect shoothing class too
soon) - the shootingThings Trigger is enabled after cave shot is called
in gunscene
-
ahit - in fourthingsclass - interrupt and change shoothings state
-
nb two things don't turn off when they escape
-
you can adjust length of the pointattrigger
|
Feb 15 |
-
Really do need to fix cometohand etc - in cave I had the gun grabbed
all wrong! - I think I need to not make it a grabber!
-
Also globalBody States still a problem!! haha
-
I decided that
-
shootThings needs to be a subclass and maybe I'll have anothe subclass
- finale
-
and that maybe we also need a pre-shoot cage or a shootcage first line
-
Making a tgShootThings class also a tgFinis class (maybe)
-
Have chmoded the Makefile and tgWorld to add the new class
-
need to check the eweight char strings
-
doEndChecks
-
need to put in eventOccurred messages - which will tip off the next part
of the brain - hmmmm - and it will set its state accordingly
-
need to send brain interrupt message - or return action_ with NULL which
I think I can only do if I make a state to do so.
-
need to do something similar for doHitChecks, killed = 4
-
need to decide how to calculate "moving"
-
need top decided if FINIS is a whole other class or can it be AS's in the
brain
-
need to check this stuff without having to go through endless other stuff
to get to it!
-
did I finish adding shootThings in the brain?
|
Feb 13 |
-
tackle cometoHand - don't really know what to do - seems to work ok
in the real scene - but only ok - not perfect! - plus i do not seem to
get the same mistakes - so I left it alone
-
lets temporarily add the runaway scene
-
don't forget you'll have to turn navon after the cage falls
-
the gun appearing should be delayed a second - done
-
add a globalbody DCS to the thing and a getbehindUser option in globalBodyDCS
- loos ok in testscene
-
Doesn't look OK if I add it under avDCS try over - oh I didn't tell
the brain what globalbody to use!
-
Now it runs through the user - I think we'll have to move the thing
to the side and then behind! - with the current code it goes to the front
facing sideways and then to the back through the user - is this cos its
effected by the avatarDCS transforms or is it plain wrong?
-
I'm a bit scared to change things that already exist and are working
at least somewhat - but I think any rigourous-ish testingof the globalBody
would reveal some big problems! A rough test shows that the getright and
gertbehind are working
-
so lets say "pick it up" and move back and to side of user on a path?
- first attempt not too successful - maybe I could just hack the getright
so it does got to the rigth place?
-
fix the global body so it works - hack or whatever
-
lets leave this hard task til Monday and simply make ActionStores added
-
pickupGun - the first pick up speech will be inincage AS - then we'll
go in here until the gun is picked up
-
shootCage - I may also need a first speech for this - followed by shoot
shoot
-
CAVE_SHOT -a hooray when the cage is hit followed by a now get those
pesky things -
-
shootThings - when not too close to any of them
-
Quiet - hopefully when others are speaking!
-
I will then add stores for the why not shoot me etc
-
Should all/any of this go into subclasses?
-
NB Beginning to think how this coud or should be streamlined - ie all these
functions are pretty much the same - either insequence or random and then
some instruction on what to do next - or sometimes not - its seesm that
it should be possible to feed arguemtnst to one function not repeat andrepeat
|
Feb 12 |
-
why is taunt crashing - fixed I think
-
don't turn triggers on until things arrive -
-
I do not know why the timetriggers are working - are they defaulting?
-
why doesn't thing1 have a user trigger around himself?
-
nb - I can run outside the sky and then I'm stuck out there cos the
wall is on! - may need some collision stuff to add to this
heavy scene!
-
the run state probably need to be interruptible so that we get to the
die or taunt sounds in a timely manner - especially die! - also the taunt
state - use the brain interrrupt message! - so change the state and send
interrupt message!
-
I need a short scream that starts absolutely instantaneously - but it
may have to be 1-2 secs long for us to hear anything! - good
-
maybe the personal triggers have to be a little smaller? - or maybe
not now they seem hardly to talk at all - I changed it from 20 to 15
-
screams, taunts
-
cometoHand must still be fixed!
-
don't forget you can now specify a distance for the pointattrigger -
it defaults to 10 but I believe my "gunflash" is about 15 - so I may want
it also to be 15!
|
Feb 11 |
-
fedexed the SIGGRAPH entry - Michelle has the fedex form to Maria
Schweppe RIT
-
checked on Idesk - fine - but not spectacular? - now check in
stereo!
-
can't make a die path - cos I don't know where the things are
-
so simply switch off thing
-
switch on thing "bits"/kaboom event at pointof intersection
-
I thing I will have to put an invisible object in the same area as each
thing - with a pointattrigger around it - and a switch that switch on when
the trigger is pulled - and off otherwise - if we get a pointatEvent we
switch off that thing
-
made gunscenetest - to test this with gun - so if I change stuuf it
has to get back into the real gunscene!!!
-
I made a simple kaboom - if I want a more complicated die I will have
to put the switch more particularly around the body - will the simple/short
version do for now? I could make a more stylish "boom" model instead of
just using the heads scaled up!
-
now make this for all the things or
-
put in the local body behavior calls first for one guy - this measn
putting a usertrigger around the guys - and calling Taunt - I need to do
this somwhere that I can hear sound - die Action is just a short scream!
- but I need to be able to intterup to get the scream to happen before
we disappear!
-
OK - For LocalBody I put in
-
in spaceTimeSwitch*_4 - "brain_*, taunt" & "thing_*,off,5"
-
plus one other thing?
-
under specific avatarDCS of each thing
-
in pointatTrigger "brain_*, die & "thing_*,off,0.3"
-
in userTrigger "brain_*, taunt" & "brain_*, run, 2"
-
For the global dying behavior I put
-
a switch around each thing - to turn it off - thing_*
-
under thing's avatarDCS an invisible object, under a pointatTrigger
under a switch - to tell brain_* to die and thing_* to switch off if intersection
with gunflash occurs - the switch makes this only operate when the gun
is flashing
-
a "blam" object to turn on at this die moment
-
a userTrigger to tell when user is near and tell brain_* to taunt
-
In the place where the gunflash is called I must call these pointatTriggers
-
Now I've put it all in and it crashes!
-
gunscene runs OK
-
fourthingsceneTwo with all but one thing removed crashes fourthingscene
with all of them in crashes
-
foursthingscene.bak runs
-
lets take out all the message calls to the brains (OK that seems to
fix it
-
lets add back in the gun -
OK
-
lets slowly add back to braincalls - I added 1 and 2 fine but with 3
I start crashing - took out three usertrigger - fine - now will try with
repeated use of button 2s - yes it the button 2 that is screwing things
up and I get the "illegal instruction" messages
-
all four things with brain messages in and doing fine
-
and now its not again - we have a bus error - when I get into
the usertrigger to call taunt - so need to check out run and taunt functionscrashing
-
Added a gunscript to call FIRE
-
nb cometoHand is fucked
-
does not always come
-
I'm getting an "illegal instruction" message if I hit button 2 again
and we're dumping
|
Feb 10 |
-
put in triggers for 3 and 4
-
thing4 trigger 2 is positioned so that its very likely that we will
run into it if chasing 1 and 2 - and trigger it before
that thing has arrived causing an anomaly! - changed it - I
guess this is very likely to happen in other cases too unless
my choreography timing is very tricky
-
may have to either put them in a common trigger they're clustering
-
or keep triggers further apart but still as the user criss-crosses the
terrain can very probably hit the wrong trigger
-
thing3 I suspect is not trigger timing properly
-
need to
-
see what it feels like on the idesk
-
make death paths
-
add gun and pointattriggers/switches for death
-
add the local body / sound stuff triggers - which should call taunt state
whenever we hit a trigger and a few seconds later call run
-
Realized at 11th hour that SIGGRAPH deadline was today, put in the online
submission and got together the support materials
|
Feb 9 |
-
make runaway! paths for all things with usertriggers
-
problem - what if the thing hasn't got to its last position and then
the time is up and the escape path executes! Need to trigger with time
and with space - and need to turn off the other trigger
-
Dave made a timeTrigger which I put under a switch with the space trigger
and so if either triggered the switch is turned off
-
Need to start the timeTrigger as appropriate
-
nb - make the pillars and the sky-wall !in this scene collidable
-
thing1's paths and triggers are done!!!
-
thing2's paths and triggers are done!!!
-
made paths for 3 and 4s
-
looked at both 1 & 2 - they kinda run on a bit too similar paths?
-
are the triggers going to effect each other? - yes cos I start up with
them all active - oops - but I think that's OK cos they'll all immediately
run to their first positions and it would be unlikely for the user to get
to the trigger first?
-
the "getBehind" will eventually be triggered by the user picking
up the gun - but for a test I will put a getbehind globalbody movement
in the incage action store - doesn't work inside avatarDCS - try outside?
-
next I will make a pickUpGun, shootCage and shoot4Things AS
|
Feb 8 |
-
made fourthingTwo scene
-
I think I will need a series of new ACTION STATES etc REENTER, RUN,
TAUNT, DIE - but it becomes clearer and clearer that there should be a
better way to do this - replace TRAP and PLOT
-
maybe need a testgunscene to test this running on paths behavior
-
do a bACKUP
-
I believe in setstateRUN I'll need a eventoccurred - so if we get through
all the REENTER actions and into RUN, we can tell the path - otherwise
the Running will start if the user gets too close- any other eventoccurreds?
-
I will need to switch off the fourthing scene and turn on the
fourthingsceneTwo
-
It feels as if I'm very far when I enter at 28! - need to look on desk
-
fourthrun path of One he's going backwards - still all wrong
-
also they're going faster than me! maybe I need a bit more speed!
-
checked on desk and fixed the entry point for reenter
-
I still do not like the path of the cage - I fall too fast! - maybe
it has to plummet downwards first
|
Feb 8
PLANS |
-
I was sick til now
-
check Siggraph entry date I think its the 20th
-
added pointatTrigger for cave - had to add extra switch
-
need to look at all this on idesk - check is it possible to lose gun?
-
need to turn navigator on.
-
I need to add behavior to the Thing for the final scene which will be triggered
by event messages and by the user's behavior? Should it be another class
like teachdance? Or just getRandomAction ActionStores
-
pick_up_the gun - until gun picked up
-
get_them_get the bastards - exhort/encourage (random actions only a few
spoken words?) - for a time period
-
don't be a chicken get them - taunt ( if time runs out - fourthings need
to escape) then
-
you're hopeless why didn't you kill them - you have no guts - put that
gun down - middle button - put it down - you won't put it down - what are
you going to kill me now? you haven't the guts
-
or - we're freee - free from those, from those, arrrrghh you've killed
my cousins - heartlessly, oh you beast, you beast - I suppose now you want
to kill me (in sequence) - cries - just put that gun down - put it down
- use the middle button
-
plead for life (random)
-
taunt -so kill me
-
if gun put down - "laugh - I knew you couldn't bear to kill me - now you're
mine for ever-" revert to plain
-
if trigger pulled - "laugh - fades to "It's not so easy to escape"
-
-> I found myself back on the plain - there was a shed in the distance
- I knew my choices - I could go to the shed and release the Thing - or
I could stay on the plain - alone - forever.
-
I also need a new GlobalBody behavior - hide behind user - maybe hide on
a pillar? No then couldn't the user get it?
-
I also need to add the 4thingbehavior - on paths for now? - also called
by event messages
-
re-enter "what's going on!"- "Arrgh! They have a gun!" - "Run away run
away"
-
taunt speeches - if user close - called by? - a userTrigger - called once
to change to this action store but them we need a lull - make it interruptible
ie immediately change back to running mode what stops us then retriggering
- make one trigger for each of them, which is then turned off
-
you wouldn't dare
-
leave us alone
-
coward
-
moron
-
betrayal!
-
poltroon
-
you meat bitch
-
run_away - no speech if user far - just reuse any motions
-
die - scream for each one
-
make very simple paths at first just running on straight lines! with a
final path that runs them back out of the place (ha ha - this took days)
-
also pointatTrigger for die behavior
-
I believe I can make this as a separate scene for testing, ignoring the
thing, and then hook them together
|
Feb 2 |
-
Anyway - (cont from Feb 1st) it gets complicated cos the grab is automatische
on button2 and in trying to fire the gun, the user is inevitably going
to hit that button and drop the gun - so I have changed the class so what
comes, sticks on the hand until explicitly told to "stay" - seems to work
OK
-
The gun does not rotate up and down with the wand - only side to side
- how does the grabber do this? - uses a matrix - blah blah
-
To avoid entering this I could make right button pick up (if I could
get the delay to work - middle button drop - left button shoot - would
be needing to check all buttons to see what the user had done - hmm have
asked Dave for help
-
Figured out that I was using delay wrong - so I now have the comeToHand
only moving the object and then the grab taking over
-
But it doesn't come nice and square onto the hand - spin longer - no change
-
added guncomeSwitch and gunFlashSwitch that can turn on button operability
as required
-
problem now can't regrab - urg - is there a eventoccurred in grabber
i cna use? Yes drop - added switcvh that grabs when its dropped
-
make separate gunscene
-
Meanwhile let us:
-
Make the gunflash flash on button 1
-
Make the cage and AvatarDCS - with a cageshot behavior - done but
needs modification
-
use a pointatTrigger to tell the cage that it needs to curl up and die!
- message to this will need to switch with the flasher
-
Need also to use the grab eventOccurred - the Thing will exhort the user
to pick it up until this grab - thingvoice needs:
-
pick it up (various)
-
blast this damn cage -left buttom (various)
-
Also eventOccurred when blasting is done! - how?
|
Feb 1st |
-
I don't want to wait for the thing to shit etc so
-
call gunshit from button
-
comment it out as eventmessage in thing
-
this isn't working
-
OK the grab grabs in the simulator, but the bounding box is enormous
cos of the gunflash- hmmm I don't want it to be - can I grab it on idesk
- no
-
so I need to make a class for the gun that makes it hop onto the end of
the user's wand - also needs to say only if a condition is met can it fire
- only ifGrabbed - isGrabbed exists as part of grabber and I guess as part
of object
-
make a ComeToHand class - and Dave will add a message to grabber ->grab,
somewhere in hre I'm not sure how this works
-
used an xpTimer (NOT a *xpTimer) - is this where my other timer problems
are coming from - ie shouldn't be using them as pointers?
-
OK I added the wandDir_ info - but I think I may want the gun to have its
0 0 0 at the end of its handle
-
Also it seems I can't delay the grab message to take effect when the gun
has arrived - maybe I can send an event message from the gun - or am I
clicking again - thus dropping the object? (cont'd Feb 2)
|