Okey,
let's talk about AI a little:

(something like a restart of the post)
there are in the templates and in the free demos and games that are offered on the download page and in the acknex magazine and on different links and on sites of the A5 webring that one should combine to get new ways of behavier.

Especielly the Adept scripts are underestimated. Look at the npc_random_navigation or the scorpion's actions for example.

HOW to combine them - that is one of MY special interests.

This post did a good start with small modifications of the status quo of the given AI.

Let's try it with a little stupied modification of the actor_follow action. Instead of following, the actor runs around the player. If you replace the escape action with this and make him shoot at the same time (I don't know how to manage this, may be you have an idea) it won't be soooo stupied.

quote:
ACTION actor_run_around
{
while(1)
{
WAIT 1;
IF (MY._FORCE == 0)
{
MY._FORCE = 2;
}
IF (MY._MOVEMODE == 0)
{
MY._MOVEMODE = _MODE_WALKING;
}
IF (MY._WALKFRAMES == 0)
{
MY._WALKFRAMES = DEFAULT_WALK;
}
IF (MY._RUNFRAMES == 0)
{
MY._RUNFRAMES = DEFAULT_RUN;
}
IF (MY._WALKSOUND == 0)
{
MY._WALKSOUND = _SOUND_WALKER;
}
CALL anim_init;
// turn away from player
temp.X = MY.X - player.X;
temp.Y = MY.Y - player.Y;
temp.Z = 0;
TO_ANGLE MY_ANGLE,temp;
MY_ANGLE.pan -= 90;// This is the only thing I changed
MY_ANGLE.TILT = 0;
MY_ANGLE.ROLL = 0;


force = MY._FORCE * 6;
CALL actor_turn;
force = MY._FORCE * 2;
MY._MOVEMODE = _MODE_WALKING;
CALL actor_move;
MY._TYPE == _TYPE_ELEVATOR;
}
}
}


Just to give an AI discussion some stuff.

Achim