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Pathfinder with pathnodes
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[quote][b][/b] wrote: [quote][b]hadoken[/b] wrote: @sven Very interesting, thanks a lot for sharing! Could you possibly provide an example of a friendly NPC and another example of an aggressive attacking chasing enemy when you release the next version (v6?) to better illustrate the potential of your work? Would it also be possible to put the created connections better somehow into one longer javascript or CopperCube variable for ingame & publishing use instead of loading from the created extra txt-file? THX[/quote] Yes it can be put into javascript.. probably i will make it to export javascript code so it can be added to game script easily. Example AI that is more complex than last AI will come with next version for sure.(its 80% done already) With last version there is simple AI included.. if you set its visual range (high) and attackrange(about 50) then it will attack player (stand in front of player).. and chase player (by takeing path to the player) if cant see where player is. (in example i may set those values very small so it can random patrol on map without player can inturept him) Also PLAYER input in simpleAI behavior must be set to be player node(active camera) .( i maybe set it to another camera that is not active)[/quote]
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