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waypoint for AI.... #6297
08/01/01 03:54
08/01/01 03:54

A
Anonymous OP
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Hi there

I still haven't figured out how powerful the
waypoints are though if I'm correct on certain points,them I'm pretty sure I'll
be able to code AI similar to the bots
in Q3 etc.
I want to use waypoints for implementing the
enemy AI.From what I studied about waypoints,
it seems that I can add only a closed path
through waypoints.Does the last waypoint of
a path always points to the first one ?

Once this gets answered i'll be coming with
more questions.Thanks already

zazang


Re: waypoint for AI.... #6298
08/02/01 04:27
08/02/01 04:27

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Anonymous OP
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Doug,JCL,anyone ?
Please help me out as my work has been completely stalled...

zazang


Re: waypoint for AI.... #6299
08/02/01 07:29
08/02/01 07:29

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My limited experience with paths suggest that only closed paths can be created and the last waypoint always faces the first. Sorry, not much help.

Re: waypoint for AI.... #6300
08/02/01 08:40
08/02/01 08:40

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Anonymous OP
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Try creating an algorithm which generates the pathpoints and stores them into an array. I did it, it's quite hard, but not impossible. Using Pathfinding-Algorithms is always better than to create single pathpoints. But that was no answer to your question, was it?

cu TCS / RatByte Software


Re: waypoint for AI.... #6301
08/02/01 12:07
08/02/01 12:07

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Anonymous OP
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Hi TCS

quote:

Using Pathfinding-Algorithms is always better than to create single pathpoints

I have already done the array type od path finding and it works awesome but the problem
is that the enemy must see(SHOOT instruction) the player once
to get this thing working.just imagine 2
enemies standing 3 feet close and i can see
one enemy and can't see the other.I shoot with a gun at one enemy,then both enemy should be alerted because they are so close.
But since only one enemy has seen me,therefore he is the only one who starts
following me and the other one can't find me.

I hope I am clear about this.

zazang


Re: waypoint for AI.... #6302
08/03/01 07:45
08/03/01 07:45

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Anonymous OP
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I'll be glad to know what people are using
to implement a good AI...an array system
or waypoints or any other ?
and how does the AI look like ?

Thanks for the much needed info..


Re: waypoint for AI.... #6303
08/02/01 21:35
08/02/01 21:35
Joined: Dec 2000
Posts: 4,608
mk_1 Offline

Expert
mk_1  Offline

Expert

Joined: Dec 2000
Posts: 4,608
Can somebody tell me where to get something about "pathfinding"?


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Re: waypoint for AI.... #6304
08/03/01 01:16
08/03/01 01:16

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Anonymous OP
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Check out GameDev.net and search the internet for "AStar"...

Re: waypoint for AI.... #6305
08/03/01 02:32
08/03/01 02:32

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Are you sure only closed paths are possible??? I really need to be able to do lines...

Re: waypoint for AI.... #6306
08/03/01 02:37
08/03/01 02:37
Joined: Jul 2000
Posts: 2,037
Lafayette, LA USA
J
James Snydstrup Offline
Senior Expert
James Snydstrup  Offline
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J

Joined: Jul 2000
Posts: 2,037
Lafayette, LA USA
Rage:

You could make a closed path but only move your entity over a straight line part of the path.


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