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Re: Added movement smoothing...
[Re: clone45]
#44641
05/05/05 03:55
05/05/05 03:55
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Joined: May 2005
Posts: 22 stargate
TheWraith
Banned
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Banned
Joined: May 2005
Posts: 22
stargate
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i will have a look at this .
To devour all humans who come through our stargate!
and suck the life out of you!
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Re: Added movement smoothing...
[Re: Toon]
#44645
05/09/05 21:28
05/09/05 21:28
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Joined: Mar 2002
Posts: 580 San Francisco
clone45
OP
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OP
User
Joined: Mar 2002
Posts: 580
San Francisco
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Hi Toon! How about something like this? Code:
// // This code would go near the bottom of example_move. It is assumed // that there is an entity* called player. //
// // The _PF_TARGET_IN_SIGHT skill of the monster will be set to "on" once there's // a clear shot at the player. //
if (my._PF_TARGET_IN_SIGHT) { trace_mode = IGNORE_ME + IGNORE_PASSABLE + USE_BOX; trace(my.x, player.x); }
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Re: Added movement smoothing...
[Re: Excessus]
#44649
06/05/05 13:02
06/05/05 13:02
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Joined: Sep 2003
Posts: 648 Switzerland
snake67
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User
Joined: Sep 2003
Posts: 648
Switzerland
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Quote:
Hey clone,
I have a few questions about the capabilities of your code. In my game, when a player (there are multiple players) gets close to an enemy, the enemy will basically start chasing the player. When the enemy is dead it will respawn somewhere and wait untill a player enters its range again, etc. This needs a very dynamic pathfinding algorithm without a maximum amount of entities and an easy way to change the "from" and "to" position. Does your code offer these capabilities?
Did you play the demo. Read the included document and have a look at the wdl code. You will get the answer...
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Re: Added movement smoothing...
[Re: snake67]
#44650
06/05/05 13:52
06/05/05 13:52
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Joined: Jan 2004
Posts: 2,013 The Netherlands
Excessus
Expert
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Expert
Joined: Jan 2004
Posts: 2,013
The Netherlands
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Sorry I hadn't looked at the code closely, but now I have.. All I can say is.. WOW.. Seems like programming AI will be really easy for me now  I will buy the full version for sure when it's out. One thing I'd still like to know, how is the PF_REACHED_TARGET decided? Does the entity have to be on the exact same x,y,z position or is there a range? (Can I set it?)
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