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Re: AI implementation [Re: darkinferno] #268393
05/29/09 00:23
05/29/09 00:23
Joined: Oct 2006
Posts: 175
G
Gumby22don Offline
Member
Gumby22don  Offline
Member
G

Joined: Oct 2006
Posts: 175
my refers to the variables under the parent entity - so the entity that the function is running for at that point. Each entity will store target_x, y, z for itself, and every time the functions refer to my.target_x, y, z it will refer to the one stored for that entity, so each will be seperate.

Hope that is clear,

Don
have a great day

Re: AI implementation [Re: darkinferno] #268456
05/29/09 10:02
05/29/09 10:02

F
Fear411
Unregistered
Fear411
Unregistered
F



no because the target is saved in skills:

#define target_x skill1
#define target_y skill2
#define target_z skill3

Of course you have to set these skills for each entity (automaicly or manual).

EDIT: Didn't saw the post from Gumby smile

Last edited by Fear411; 05/29/09 10:03.
Re: AI implementation [Re: ] #268666
05/30/09 14:57
05/30/09 14:57
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline OP
Serious User
darkinferno  Offline OP
Serious User

Joined: May 2009
Posts: 1,816
at my pc (duh)
ok, here i go again, lol... darn i hate feeling noobish... lol, sorry for the annoyance, especially at fear411 thats being really helpful, oh i also implemented it ok, i have a solid idea of how ima make it work now...

however, i am having a few issues such as the framerate jumping down at times, could this have something to do with the visible red line?

Re: AI implementation [Re: darkinferno] #268698
05/30/09 18:14
05/30/09 18:14

F
Fear411
Unregistered
Fear411
Unregistered
F



There was a big mistake in the ki_go_to function.
Here are the two modified scripts. It should now work better.

http://www.extremegames-online.de/showimages/Code.rar

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