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Post Posted: 30 Oct 2013, 20:25
Post Posted: 31 Oct 2013, 02:05
xRedStar wrote:I'm working on some AI Code lately, and I wanted to make smarter and tougher SkaarjOfficers that can strafe with shield up and also have regenerating shield belts if untouched by enemy fire. So in this situation I had an idea for them to find cover and in this process I sort of got mixed up in ideas of how this could work.One of the ideas was to tell the AI to set random locations to move to until it finds a location that cannot be seen by the enemy. So basically, it iterates an algorithm that checks to see if the randomly picked location - enemy.location takes more than a single vector to be reached. As long as the Enemy isn't directly in the line of sight, it would be considered cover. On the other hand, once the AI reaches the location I want to try and measure the wall size to see if the AI is taller than the wall... and if he is then play function crouching() etc etc... in this case I was wondering if I could actually condition the amount of vectors it takes for the enemy to see the location of cover. And if I could measure the wall height to tell the AI to crouch, I also know that there is a LineofSight variable but IDK what it really does.
Post Posted: 03 Dec 2013, 21:20
Post Posted: 04 Dec 2013, 00:57
Post Posted: 04 Dec 2013, 23:40
Post Posted: 05 Dec 2013, 19:52
Post Posted: 05 Dec 2013, 21:03
Post Posted: 15 Dec 2013, 20:13
Post Posted: 15 Dec 2013, 21:49
Post Posted: 15 Dec 2013, 22:22
Post Posted: 15 Dec 2013, 22:40
Post Posted: 16 Dec 2013, 00:30
Post Posted: 16 Dec 2013, 09:17
Post Posted: 16 Dec 2013, 18:51
xRedStar wrote:I have one little question, what variable is the actual current speed of the player as he moves. This is one of the last things I need to know before I throw a video up of my mod I need to be able to reset the angle based upon him stopping or slowing down too much.
Post Posted: 16 Dec 2013, 19:01
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