Post Posted: 03 Jul 2013, 21:29
The thing about the AI with U2 is it's not code but pre made code, so you don't need to know programming. You can make the pawns switch attitude on the fly with a trigger, friend or foe.
Make them patrol super easy and refined paths, stop and do things, animations, but rather than placing an actor you just edit the notepad text, stop, wave, open door animation, goto sleep, wake up, have certain weapons, toss weapons, a number of things and is very powerful. But the whole text is just that, no code, I just edited the new AI, saved over the file (for that pawns text name-tag) hit save, test map, no rebuilding,
Then have notepad running in the taskbar, test map, quit game, click on notepad edit, save AI file, repeat. I mean what takes such picky exasperating time consuming things to do for pawns in UT then end up with the bots or pawns getting stuck or being distracted. In U2 they follow a very precise command and pathnode, and orders or whatever you want them to do.
In that way one could make a more real life living map with a story that made sense and not rely on hard coded anomalies.
Then it has terrain and meshes, better sky, and that voice system just key in the recorded voice file and have the pawns talk for a given event.
it is all quite awesome..................but.
I mean the way you guys make maps for the old game, using U2 would be just soooo friggen so professional.
Just ban everyone