Sls64LGamingBro
An ordinary coder...
I know I would feel disgusted, cause it just pains me how AI's been growned to effectively use to generate code with source material like the SRB2 Wiki. And not knowing if this can be allowed when it comes to Reusability.
And when I went on the website, and tried asking a question on "Can you make me an SRB2 script that allows you to Homing Thok without using "CA_HOMINGTHOK" in my S_SKIN" to see how it would generate the functions, hooks, and anything else that the game uses. It only surprised me how some are even corrected.
Even though these are what they got from the SRB2 Wiki as their source material, it is stunning to see. But it can cause problems that'll define our future for Coding aspects. Though I wonder how you guys would feel or deal with problems like this in your hands.
Also, I'm hoping that I've not used the wrong thread. Since this is meant to be accorded to all people who are a part of the SRB2 community. This thread is also similar to this post in the "Long jump" discussion thread: https://mb.srb2.org/threads/long-jump.45268/#post-681702
And when I went on the website, and tried asking a question on "Can you make me an SRB2 script that allows you to Homing Thok without using "CA_HOMINGTHOK" in my S_SKIN" to see how it would generate the functions, hooks, and anything else that the game uses. It only surprised me how some are even corrected.
ChatGPT's Custom Homing Thok Script:
-- Define custom homing thok behavior
local homingThokTime = 0 -- Keeps track of time for the Homing Thok
-- This function will be called during every frame of the player's movement
function HomingThok(player)
if player.mo and player.mo.valid then
-- Make sure the player is on the ground or jumping
if player.mo.playerstate == PST_LANDING or player.mo.playerstate == PST_JUMP or player.mo.playerstate == PST_FLIGHT then
-- Check if the player presses the thok button (default is spin)
if player.cmd.buttons & BT_ATTACK ~= 0 and homingThokTime <= 0 then
-- Start the homing thok action
homingThokTime = 30 -- Set cooldown time for another thok
-- Create a homing projectile (this could be a homing missile or custom object)
local missile = P_SpawnMissile(player.mo.x, player.mo.y, player.mo.z, player.mo.angle, MT_MISSILE) -- Replace MT_MISSILE with your custom missile if desired
if missile then
missile.target = P_LookForTargets(missile) -- Find and set a target for homing behavior
end
end
end
end
end
-- Function to reduce the cooldown time
function UpdateHomingCooldown()
if homingThokTime > 0 then
homingThokTime = homingThokTime - 1 -- Decrement cooldown each frame
end
end
-- Add to the main game loop
addHook("ThinkFrame", HomingThok) -- Will run HomingThok function every frame
addHook("ThinkFrame", UpdateHomingCooldown) -- Will run cooldown function every frame
Even though these are what they got from the SRB2 Wiki as their source material, it is stunning to see. But it can cause problems that'll define our future for Coding aspects. Though I wonder how you guys would feel or deal with problems like this in your hands.
Also, I'm hoping that I've not used the wrong thread. Since this is meant to be accorded to all people who are a part of the SRB2 community. This thread is also similar to this post in the "Long jump" discussion thread: https://mb.srb2.org/threads/long-jump.45268/#post-681702