_ LOL Hello

@The_KING Pathfinding is hard stuff. I've yet to make one work perfect for me and it took a long time to understand them enough to work with them at all. You might want to start with the 'Doom' style AI which was more like blind ants that stand in one place and wait for the player. They had antennas made out of c_trace that it use to detect walls and turn randomly. You can also set entities to fallow a path till it 'sees' the player using simple function and WED paths (But I've never done it). Once the AI 'sees' the player it should be simple to face and fallow the player. For facing the player look at the code example in the manual under vec_to_ang. If the player loses the AI then the AI can just stand or roam from that point.


@Sivan that post is awesome thank you for it. Don't know if I ever would have found if The_KING hadn't asked.

Last edited by Malice; 06/15/13 00:21.