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Random generators in DF

 
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Fish
Gamorrean

Joined: 29 Sep 2003

PostPosted: Aug 30, 2004 11:38    Post subject: Random generators in DF View user's profile Send private message Reply with quote

Does anyone know an effective way to create a random generator in Dark Forces?

One of the tricks might be to create a dummy sector with an enemy generator, surrounded by several sectors that will be triggered as the enemy enters them. As far as I know, after being created, enemies walk randomly through a room for a while. Any other ideas?

Nottheking
Kell Dragon

Joined: 29 Sep 2003

PostPosted: Aug 30, 2004 14:39    Post subject: View user's profile Send private message Reply with quote

I know a wandering Gran controlled the slot machine in the open Project... He never does seem to repeat a pattern, so you could use that, tied to sectors with generators... It'll take a lot of sectors for single-enemy generation, though, as you cannot turn off a generator once it's on... (A solution might be to have an infinite generator, then just seal the wall between it and a the teleporter to the real level. Meethinks I'll make a showcase of this in a few days)

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Fish
Gamorrean

Joined: 29 Sep 2003

PostPosted: Aug 30, 2004 15:23    Post subject: View user's profile Send private message Reply with quote

Well, yes, that method should easily suffice for me. I basically need a binary (yes/no) generator, and that Wandering-Gran-trick is totally OK for this purpose.

Nottheking
Kell Dragon

Joined: 29 Sep 2003

PostPosted: Aug 30, 2004 15:56    Post subject: View user's profile Send private message Reply with quote

Glad to know I could be of some help.

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Wake up, George Lucas... The Matrix has you..

Fish
Gamorrean

Joined: 29 Sep 2003

PostPosted: Aug 30, 2004 19:09    Post subject: View user's profile Send private message Reply with quote

Yes. Thank you.

Darth Oosha
Trandoshan

Joined: 24 Sep 2003

PostPosted: Aug 31, 2004 03:04    Post subject: View user's profile Send private message Reply with quote

I figured it would have something to do with the player's timing. Like, an elevator keeps spinning through possible values at a high speed, then stops when the player crosses a certain border.

Except, if you follow the exact same trajectory each time, you might get the same result, or one of a set of results. If it was related to the number of times the player did something, it might be worse.

What about stopping the count when a stormtrooper shoots a particular area of wall? Their aim is pretty random. But they can only shoot in the diretion of the player, so you might manipulate it that way.

Fish
Gamorrean

Joined: 29 Sep 2003

PostPosted: Aug 31, 2004 15:16    Post subject: View user's profile Send private message Reply with quote

The quickly moving elevator triggered by Kyle (or whoever) entering a certain sector sounds quite interesting. Thanks for the idea.

Also the trick with a stormtrooper firing at a wall could work, but I think that would be quite difficult and complicated to implement. The previous option sounds better.

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Aug 31, 2004 17:28    Post subject: View user's profile Send private message Send e-mail Reply with quote

I always wondered how that slot machine was randomized.

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I don't think outside the box... I customize it.

Nottheking
Kell Dragon

Joined: 29 Sep 2003

PostPosted: Aug 31, 2004 19:07    Post subject: View user's profile Send private message Reply with quote

Burning Gundam wrote:
I always wondered how that slot machine was randomized.


You never bothered to actually explore the level?! After playing everything through normally, I ALWAYS take each level apart bit-by-bit. It's amazing what kind of "simple" tricks are tucked away in the INF and O files...

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Wake up, George Lucas... The Matrix has you..

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