Mike, it would be good to make a component of the algorithm A, for all the bots, it will be a masterpiece!
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- COMPONENTIZED GAME DEVELOPMENT HAS ARRIVED!!
Author Topic: COMPONENTIZED GAME DEVELOPMENT HAS ARRIVED!! (Read 1923 times)
Hi Mike I have finally got time to finish this scripted Non Player Character.
It works the same as the other samples you provided in that you mark out the the path you want it to follow with skin mesh as nodes.
The difference is that the NPC always try to get as close to the player as possible and uses a Simplified Node Path Search Script. It uses a similar methods to A*Star Pathfinder. It can't be used in the same way as A* because it required more open space.
I am providing the script to anyone who can make use of it.
Attached you will find a sample demo that shows how it all works. I have left some print statements in it so you will know what it is thinking. When in use you will need to comment out these lines.
n_iron
It works the same as the other samples you provided in that you mark out the the path you want it to follow with skin mesh as nodes.
The difference is that the NPC always try to get as close to the player as possible and uses a Simplified Node Path Search Script. It uses a similar methods to A*Star Pathfinder. It can't be used in the same way as A* because it required more open space.
I am providing the script to anyone who can make use of it.
Attached you will find a sample demo that shows how it all works. I have left some print statements in it so you will know what it is thinking. When in use you will need to comment out these lines.
n_iron
this is exactly the whole idea behind the concept... to take a generic Game Component and enhance it...
cool...
i did notice that once the npc locks on to the player, the logic doesn't prevent it from losing lock, and it will also go through buildings...
maybe some logic so that when the player is out of range, or not in view, the npc returns to its patrolling mode...
--Mike
cool...
i did notice that once the npc locks on to the player, the logic doesn't prevent it from losing lock, and it will also go through buildings...
maybe some logic so that when the player is out of range, or not in view, the npc returns to its patrolling mode...
--Mike
Hi Mike
The NPC has vision of a sort and the player can get close from behind without being seen. To improve this it would have to be linked to all RB in the scene, possible but not implemented. The field of view width and depth is all adjustable.
The player can out run the NPC and it then returns to patrol.
n_iron
Quote
i did notice that once the npc locks on to the player, the logic doesn't prevent it from losing lock, and it will also go through buildings...
The NPC has vision of a sort and the player can get close from behind without being seen. To improve this it would have to be linked to all RB in the scene, possible but not implemented. The field of view width and depth is all adjustable.
The player can out run the NPC and it then returns to patrol.
n_iron