PC Something Interesting I Found Looking Through The EXP Files

What if you were to uncomment them?
mrw-i-see-the-epidural-go-in-my-wife-during-labor-19621.gif


 
Relax everyone no need for a #gate over this. It's just new commented out code.
That was my point, too. We're in agreement.

No, you had ppl just commenting on a "What If", A "conversation piece". Jax made it pretty clear it was a speculation post. It's what ppl do. There's nothing to correct. PPL understand this is just for conversation and just a fun post. Jax nor anyone else is stating anything as fact and I tend to believe ppl know this. They're just stating what they would think about 'IF' XYZ happens how they wouldn't like it.
If you want to pin me down, what needed correcting was the word "will." Jax said zombies will one day attack all these things. That's not speculative; it implies certainty. "Could" would imply speculation. Now my goal wasn't to nitpick, but inevitably someone will latch onto that claimed certainty if it's not made abundantly clear, which is indeed what Rumbaar did:

Dang, can't park a bike, loot and come out with it not touched soon? Backpack, nice .... so the 20m timer and now the zombie(s) that kill you will also destroy your backpack while you run the km's back to pick it up?
Really, I was echoing what others like graphite had already said: "I would not read into it too much at the moment..."

 
What if you were to uncomment them?
If you remove the escape sequences from the template who knows what undefined behavior it might have at best memory resources will be continuously aquired but never deallocated spiralling out of control with no gc and with it running on baremetal at ring zero the heap goes up the stack comes down and kaboom.

 
I was inferring that maybe the code is there for reference, and that bandits could be pretty far along if that's the case.

 
This is just speculation that if enough noise is generated to break a threshold it needs a position to lock on to and move to and making a reference point an entity seems to make more sense then a reference point that is the position where the player was when threshold was broken as i am not sure sound is the same as sight where the zombie will move for 30 secs on last known location.

It also could give ownership to the noise rather than just target the player.

Side note what the hell is this ?

I felt i was never going to understand this and totally thrown in the deep end!

* SightRange="distance in meters" : The absolute max range that a zombie can see for.

Not randomised itself but used to LERP the *required* light levels

for detection at the current distance. (math speak, look it up)

Wiki went straight over my head "Linear interpolation" "Bresenham's line algorithm"

I could understand the basic notion but the details of the function i have no chance.

Reading the unity doc on lerp made a little more sense

Linearly interpolates between two vectors.

Interpolates between the vectors a and b by the interpolant t. The parameter t is clamped to the range [0, 1]. This is most commonly used to find a point some fraction of the way along a line between two endpoints (e.g. to move an object gradually between those points).

When t = 0 returns a. When t = 1 returns b. When t = 0.5 returns the point midway between a and b.

Sorry to go off topic but i thought i would mention incase anyone else was interested.

 
and then we find this in the same file:

<!--entity_class name="driveablecar">

<property name="Mesh" value="Vehicles/car03_blue_dmg0_Prefab"/>

<property name="ModelType" value="Custom"/>

<property name="Prefab" value="Car"/>

<property name="Class" value="EntityDriveableCar"/>

<property name="Parent" value="Cars"/>

<property name="MaxHealth" value="1000"/>

<property name="Weight" value="1200"/>

<property name="SurfaceCategory" value="metal"/>

<property name="LootListAlive" value="19"/>

<property name="IsEnemyEntity" value="false"/>

<property name="Explosion.ParticleIndex" value="6"/>

<property name="Explosion.RadiusBlocks" value="6"/>

<property name="Explosion.RadiusEntities" value="6"/>

</entity_class-->

But, this was in the A16.3 entityclasses.xml too, so is not that new. In fact, just checked A15.1 entityclasses.xml, it's in that one too.

 
Last edited by a moderator:
What if you were to uncomment them?
Last year a few of us got a working driveable car.

That is to say, it was a completely UNDRIVEABLE car!

It didn't steer worth a damn and was really terrible. Also, as someone mentioned, the map doesn't need a car.

It's just not big enough.

The GyroCopter is what's going to get people excited.

 
On another post today someone said they had a drive-able car before but that it was commented out because it ran and steered like crap !!! all you had to do was un comment it and you had a car to drive .

 
Back
Top