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Purrfect AI axed up and sewn together #220645
08/07/08 23:53
08/07/08 23:53
Joined: May 2006
Posts: 90
England
TigerTao Offline OP
Junior Member
TigerTao  Offline OP
Junior Member

Joined: May 2006
Posts: 90
England
Not really a contribution as its all based on George's Purrfect AI.

Here is his original level working with multiple entities (10 in this level). All the code is mainly from ai2, ai4 and pai.wdl (from goodies section)

The enemies do skip through walls sometimes to nodes but I believe this is due to too much close proximity of the nodes to the walls....but I could be wrong :P

Anyway have fun if you can use this and for goodness sakes read the original AUMs (27-31,64)

up/down arrows for forward/reverse
left/right arrows to rotate

http://www.4shared.com/file/58182645/6b5bdfa0/ai2cd.html


Last edited by TigerTao; 08/08/08 00:07.
Re: Purrfect AI axed up and sewn together [Re: TigerTao] #220647
08/08/08 00:04
08/08/08 00:04
Joined: Nov 2007
Posts: 1,032
Croatia
croman Offline
Serious User
croman  Offline
Serious User

Joined: Nov 2007
Posts: 1,032
Croatia
thnx for that, but i cant use that. i need axed and sewed up code from latest perfect ai where you precompute paths in one extern file and then...well you know, latest perfectai.

can you do that and can you make it for lite-c?



Ubi bene, ibi Patria.
Re: Purrfect AI axed up and sewn together [Re: croman] #220648
08/08/08 00:11
08/08/08 00:11
Joined: May 2006
Posts: 90
England
TigerTao Offline OP
Junior Member
TigerTao  Offline OP
Junior Member

Joined: May 2006
Posts: 90
England
I was going to do the computing part next but am more interested in getting some enemy vertical traversal pathfinding working. I can give it a go but no promises to it working smile


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