saymoo
11-11-2009, 11:53 AM
Hello all,
in many games (like SWAT 4), NPC AI characters like civilians and suspects, have random spawn locations during level start. The suspects have waypoint flee paths, in case they decide to flee when a teamplayer is within sight, or they "hear" a teamplayer within a range shout "hands up!". Or they give up, and put their hands up to surrender, or they shoot back (and possible flee later).
I've only seen pathfinding and shooting on sight tutorials as of yet.
But none about what i need: decision based AI, when NPC thug spots human (or team) player actor(s).
e.g. NPC thug can have these choices when spotting player actor(s)
1) shoot on sight (uncovered)
2) take cover behind object
3) take cover behind object and fire occasionally remaining under cover. (other anims apply there)
4) Flee to safety, (other waypoint that are out of player sight)
5) flee and also blind fire during flee..
player actor shoots back:
6) npc thug takes cover when player shoot npc actor
7) npc thug stays in position when player shoot npc actor
etc etc etc
i think you get the idea...
Furthermore:
How can i setup the random spawn locations, for 1) suspects locations, and 2) civilians, in such way, that i preconfigure how many suspects there are inside the level, and how many civs. (between min and max amount per npc type).
in many games (like SWAT 4), NPC AI characters like civilians and suspects, have random spawn locations during level start. The suspects have waypoint flee paths, in case they decide to flee when a teamplayer is within sight, or they "hear" a teamplayer within a range shout "hands up!". Or they give up, and put their hands up to surrender, or they shoot back (and possible flee later).
I've only seen pathfinding and shooting on sight tutorials as of yet.
But none about what i need: decision based AI, when NPC thug spots human (or team) player actor(s).
e.g. NPC thug can have these choices when spotting player actor(s)
1) shoot on sight (uncovered)
2) take cover behind object
3) take cover behind object and fire occasionally remaining under cover. (other anims apply there)
4) Flee to safety, (other waypoint that are out of player sight)
5) flee and also blind fire during flee..
player actor shoots back:
6) npc thug takes cover when player shoot npc actor
7) npc thug stays in position when player shoot npc actor
etc etc etc
i think you get the idea...
Furthermore:
How can i setup the random spawn locations, for 1) suspects locations, and 2) civilians, in such way, that i preconfigure how many suspects there are inside the level, and how many civs. (between min and max amount per npc type).