I edited this post but this is what I found in war.wdl
P.S. There were no definitions or variables in any part of war.wdl to be found so they were imported from somewhere else, aka I really can't tell you what these where ment to doCode:
 MY._SIGNAL = 0;	// reset the _signal skill
MY._SIGNAL = 0;
MY._SIGNAL = _DETECTED;
MY._SIGNAL = _DETECTED; // by shooting, player gives away his position
indicator = _WATCH;
indicator == _EXPLODE
indicator == _GUNFIRE

I gave it some thought and defining these variables would work perfectly to define states for your players, NPC's, and enemies all you would do is do somthing like Code:
 define idle,0;   //do these need _ in front of them? what does that do?
define search,1;
define attack,2;
define destroy_box,3;
var bot_state;
//later in action code
...
action xyz {
ent_create(bot, temp, bot_event);
...
}
...
//again later in newly created bot_event
...
bot_event
{
bot_state = idle; //bot_state in the computer is now 0 but
//it makes it nicer to our eyes like this
...
}
//then you would go on turning on scans and such
//which would trigger states to search, attack, and destroy
//at appropriate times give certain contraints
//also then repetative code could be avoided by only going to
//code labeled by the given states, if need be

How do you guys code your AI, do you bother with these types of technicalities, do you like it more programmer friendly (if your friend came over he would be able to edit the code with miniel amounts of comments and NO input from you), do you go for just make it work and make it effecient (who cares about anything else), or is there another method that I haven't mentioned?

Last edited by Trooper119; 04/06/06 23:42.