I ask apologies, if my messages is not too legible are written, they are generated by the program - interpreter Magic Gooddy.
On a question, what style of games is pleasant to me, I can answer - to strategy.
I liked to play in Stronghold Crusader.
In BOD it is interesting to make:
1. That Person took into account a rule(situation) not only enemies, but also allies and tried to not render impacts to the allies, and took into account a structure of a map. In Blade enemies the arrangements from each other and aspiring do not take into account to render impacts to your hero, put impacts each other.
For example, if Person's is behind a lattice, through which it(he) sees you, if your hero will be is too close near them till other party of a lattice, enemy Person's will be all the same aspires you to attack and aspires to approach to you closer, how many long you would not stand on the same place, but they will attack each other.
It is understandable, that they are operated by(with) the computer, and they work on those algorithms, which are described in Scripts.
When I played in a tower Shalatuvar, there was such situation: large ORC, which at first observed of my fight, and then was lowered to kill me, has appeared from me behind a lattice and tried will come nearer to me through a lattice, in spite of the fact that through a lattice it(he) in any way will not pass. Will come nearer to me it would be possible, if it(he) would bypass a lattice and that wall, which near it(her) is. But for this purpose it was necessary to it(him) at first to depart me. When I should go under ground on same map, ORC'S has noticed me and began to try me to attack through a lattice. They were rather quick and simply have beaten each other.
More perfect SCRIPTS will make behaviour PERSON'S more perfectly.
2. There is an idea to write Script's so that each time, playing on the same level, the map differed from previous a little.
Above this idea I thought already for a long time, in spite of the fact that while poorly I know purpose(assignment) of functions Script's.
I read a subject Ã‘yco / An other one like Severance.
It, how has bothered to play on the same maps?
Or it, how has bothered to play by the same hero?
Or both about 1 and about 2.
I have noticed, that already has bothered to play on the same maps.
In each beginning of game of a map with the identical name identical and you know as them to pass and where that lays and it becomes not interesting again to play on the same map.
Really, Ã±ÃªÃ°Ã¨Ã¯Ã²Ã» each time is carried out by(with) the same concrete actions.
If any operator creates with what ÃÃ¨Ã¡Ã³Ã¤Ã¼ a subject, this operator will create a subject on the same place, where it(he) has created it(him) last time. And we know beforehand, where this subject will be is.
For example, Ã±ÃÃ Ã¤Ã®Ã¡ÃºÃ¥ of life or force and other subjects are each time on the same place.
The opponents cost(stand) each time on the same places.
If WE shall analyse Script's, we shall see, that the arguments of functions of creation of objects are given as numbers (constants), instead of variable.
naginatalabyr=Bladex. CreateEntity ("Naginatalabyr", "Naginata", 19747.450129, -7972.752803,58023.800010, "Weapon")
naginatalabyr. Orientation=0.991942, -0.126433, -0.008029,0.000602
carcajlabyr1=Bladex. CreateEntity ("Carcajlabyr1", "Carcaj", 51548.294771, -6272.977772, -13225.137996, "Physic")
carcajlabyr1. Orientation=0.764372,0.486959, -0.356433,0.227073
o=Bladex. CreateEntity ("BloqueCan2", "Bloque", -38075.209000,1670.000000, -16190.490000)
o. Orientation=0.653282,0.270598, -0.270598, -0.653282
o. Alpha = 0
Reference. EntitiesSelectionData [o. Name] = (0,0, " ")
o=Bladex. CreateEntity ("Resto0", "Skull", 24503.5331984, 10899.2736671, -17754.9490121, "Weapon")
o. Orientation=0.80048084259, 0.567273318768, 0.18814599514, -0.0450829863548
o=Bladex. CreateEntity ("Resto25", "Piedra_01", 13536.951597,7456.414713, -23268.889793, "Physic")
o. Orientation=0.987823, -0.068613,0.020817,0.138074
o=Bladex. CreateEntity ("Resto26", "Tabla_rota2", 13079.341614,3787.883368, -29356.044586, "Physic")
o. Orientation=0.707213,0.111364,0.042916, 0.696854
o=Bladex. CreateEntity ("Resto27", "Piedra_09", 13245.568401,4072.007233, -29006.303911, "Physic")
o. Orientation=0.704515,0.708005, -0.048436,0.006463
o=Bladex. CreateEntity ("Resto28", "Tabla_rota", 1711.822337,4895.095793, -33235.166071, "Physic")
o. Orientation=0.386508,0.385103,0.591573, 0.593590
It is an example of creation by the computer of subjects in game.
It is necessary to pay attention, that the arguments - coordinate are given as constants (numbers), instead of variable, therefore subjects always at first will be is on the same places.
If to set arguments - coordinate as variable and these variable will depend on others variable, the subjects each time will be is in different places and in different orientation.
As values, on which the coordinates depend and the corners can be taken pseudo-casual values received from the generator of random numbers.
The generator of random numbers is in BLADE?
The not initialized generator of random numbers each time will give to the same sequence of numbers, because finds numbers on the same algorithm and initial number each time same. If to initialize initial number of the generator of random numbers by value from system hours, as each time the value of time of system hours will be any other business, the sequence of random numbers all time will be different. How many time we would not play on the same map - in this case arrangement of subjects and enemies will be any other business. And if to make, that the walls had in each beginning of game different rules(situations), it will be super.