I would like some insight or where exactly inside the scripts is reference to the code that can move AI players. We are doing turn based movement and need to create a new AI that is totally different and less advanced than 3d shooter.
Also, is it possible to automate placement of navigation points inside the editor with a script taking height of maps into consideration ? For example, I have a small terrain, lets say 10 by 10, and I want to have automatic node placement (with a script made by myself). I noticed the Blocked property is existent so I would be able to update a node to tell the PF algorithm to ignore a position if an AI player has moved on it.
One possible outcome if Scripting inside the editor is impossible is to do it while the map loads, as an extra process, this would impose a map size limitation for not taking forever to setup the navigation nodes.
I also would like any insight on how to project decals programatically on the terrain (to cue move ranges and such)
I am vividly anticipating the next Mastering Unreal tech vol 3 which is strictly oriented towards scripting. As of now, there is little documentation on the SDK itself (like doxygen) that would enables us to quickly understand the power or limitations (if any) of UnrealScript. If any moderator could check if documentation on handling the PathFinding is available, it would help us in our project.
I know I am not the only one to wait for a tangible tutorial on scripting new components, if you know anything that can help, please throw it at me
Another last thing, is there a way to make a kismet script like the camera setup (like in wizzle) automatic in some kind of package, or better in script, because I just cannot fathom making camera placement script in each maps, it just dos'nt make any sense for us, since our camera will be isometric it should be manage at the application level, not level by level.





Reply With Quote

Bookmarks