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Nerf Smurf

Member Since 23 Jan 2006
Offline Last Active Jan 18 2012 04:04 AM

Topics I've Started

...AI follow a user defined street

05 December 2011 - 06:56 AM

Im still working on my airport tycoon, everything is going well as far as the basic mechanics and the economy system and such. Now b4 i start on the construction menus, i want my planes to be able to follow taxiways (ie. roads) to get to their destination. I have an idea on how to do it, but it involves creating 4 invisible barricades on the sides of each taxiway tile, and adjacent barricades will be destroyed. So the result will have the plane go to its destination while avoiding the barricades (almost like enemies within a tower defense game) but I would like to know if anyone has a better idea.

Thanks in advance!!!!!!!!

Make AI enter empty box

28 November 2011 - 09:25 PM

Heya!
How can I make the AI look at 3 (or more or less) vehicles (each with "max_capacity" and "current_capacity" varibles) and "move_towards_point" of one thats not full?

Managing Customers (Tycoon)

28 November 2011 - 04:52 AM

Hey all,
I am trying to figure out a better way to manage my "customers." This is for an Airport Tycoon like game. (Not sure if you guys played the real airport tycoon 1-3, but it sucks ass.)

My current system is for the people to be simulated (more simulated :D ) like that of simcity 3000/Cities XL. There are no individual people (like in tropico, zoo tycoon, rollercoaster tycoon), but just pure numbers and calculations. The visuals consist of just random people walking that will signify (visually) issues such as crowded terminals or backed up taxiways. I am thinking this will lead to smoother gameplay but less immersion (as opposed to programming everyone with their own individual personality with wants/needs). The REAL problem with this approach is that I have been trying for the last 3 days to come up with ways to calculate ALL the variables (terminal size, holidays, competition, parking,  rating, pricing, crowded-ness, etc for travelers and runway size, fuel prices, hanger quality, airport class, etc for pilots/airlines) into output that makes sense and can ultimately be converted to revenue/loss. I should have the basics done in a few more days.

While most of this is on notepad, I wouldn't want to transfer it to GML in a non-efficient, primative way then find out LATER that another way is much simpler.

Currently, I am using a global controller object that sets up my 50 variables and then updates a few stats every month using an alarm.... Its working now (I am only using very few variables at the moment, however) and I even have it set up with a pause/1x/2x/4x controls but I feel as though using an alarm to update my stats every month is not the best way to do things.

I'm not looking for a handout but just a recommendation on how I should execute this. I think I will graduate to advanced GML with this project!

How to "This unit has killed 'X' amount"

18 August 2011 - 06:45 AM

Hello! I'm not even going to lie, I have no clue on how to go about this. Off he top of my head I would think that the bullet instance is given an ID which relate it to the firing unit. And once the bullet object strikes the killing blow, (if it does) then the firing unit will receive an "killed+=1". If this is the most efficient way, then how would I ID the bullet and give credit to the correct unit?

Trying to Optimize my game!

10 August 2011 - 06:03 PM

Hey all, my PC can run crysis 2 at over 60fps, Arma2 at over 60fps and all the call of duty and battlefield game at 100+ FPS. Im working on my top down shooter and I'm just about done with all the major coding, just level design and graphics left. But currently Im running at about 60 FPS and it may dip to around 30 (wtf!) Im sure its not the instance count, but maybe alot of crap being carried out in my step event. What are some general rules for optimizing games? I have ALOT of if statements being ran every step, and maybe thats not good? Any ideas?