AI Soldier
by Tim Lang · 07/09/2008 (10:18 pm) · 4 comments
I've decided to put together a resource that's a variation of Mark Holcomb's aiGuard. It'll probably function mostly the same, but with a few major differences:
* PATHFINDING: It will take advantage of Dan Keller's A* algorithm for its pathfinding.
* TRIGGER BASED SPAWNING: instead of loading all entities on startup, all entities will belong to a spawn group. These spawn groups will only spawn when the player hits the matching trigger. You'll still be able to load all of them at once, if you wish.
* ABILITY TO LOAD DIFFERENT DATABLOCKS: You will be able to specify in the editor which of your datablocks you wish to load. So if you want multiple bots with different models all running the same AI script, you can.
* ABILITY FOR EACH BOT TO USE A DIFFERENT WEAPON: Similar to the last one, you specify in the editor which of your weapons you want the bot to use.
* TAKE COVER: This is the big one, and what I miss the most out of AIGuard. using the A* pathfinding, you will be able to specify what types of AI will seek cover, and how far away from the player they'll go to find it.
I'm not the best programmer in the world, so I can't give an ETA on how long all this stuff will take me. I've already got the Trigger spawns working, and the ability to use different datablocks, so I'm already ahead of the curve there.
More info later...
* PATHFINDING: It will take advantage of Dan Keller's A* algorithm for its pathfinding.
* TRIGGER BASED SPAWNING: instead of loading all entities on startup, all entities will belong to a spawn group. These spawn groups will only spawn when the player hits the matching trigger. You'll still be able to load all of them at once, if you wish.
* ABILITY TO LOAD DIFFERENT DATABLOCKS: You will be able to specify in the editor which of your datablocks you wish to load. So if you want multiple bots with different models all running the same AI script, you can.
* ABILITY FOR EACH BOT TO USE A DIFFERENT WEAPON: Similar to the last one, you specify in the editor which of your weapons you want the bot to use.
* TAKE COVER: This is the big one, and what I miss the most out of AIGuard. using the A* pathfinding, you will be able to specify what types of AI will seek cover, and how far away from the player they'll go to find it.
I'm not the best programmer in the world, so I can't give an ETA on how long all this stuff will take me. I've already got the Trigger spawns working, and the ability to use different datablocks, so I'm already ahead of the curve there.
More info later...
Torque 3D Owner Maxim Lyulyukin aka "Robomaniac"