Results 1 to 6 of 6
  1. #1
    Marrow Fiend
    Join Date
    Jun 2009
    Posts
    4,479

    Default Randomizing a target, while making it feel natural.

    So I have a vector holding my AI's direct target.
    However, I wish to make it slightly random.

    I was thinking of adding continously a random offset to the aim at location, then interpolating it.

    However, I don't think that would feel natural.

    Any suggestions?

    Edit: I'm thinking I could also add a delay and interpolate that in as well. But then I'd also like an overshoot for when the target stops moving, but I have no idea how to handle that.
    Please don't send me private messages asking how to use UDK unless it has to do with my work, everything I can teach is already out there.

    I am not support, I am here to learn myself.

  2. #2
    Banned
    Join Date
    Feb 2011
    Location
    BXL/Paris
    Posts
    2,169

    Default

    You can add some Spread to fire trace and targeting prediction...

  3. #3
    Marrow Fiend
    Join Date
    Jun 2009
    Posts
    4,479

    Default

    I'm not using the existing weapon systems.
    It will have to be handled manually, that's why I'm thinking of doing a randomized vector for what you call "spread".
    And as I said I also would like the bots to overshoot when the target stops (due to Firing prediction), but I have noe idea how that could be handled.
    Please don't send me private messages asking how to use UDK unless it has to do with my work, everything I can teach is already out there.

    I am not support, I am here to learn myself.

  4. #4
    Marrow Fiend
    Join Date
    Jun 2009
    Posts
    4,479

    Default

    I'd appreciate any ideas and suggestions!
    Please don't send me private messages asking how to use UDK unless it has to do with my work, everything I can teach is already out there.

    I am not support, I am here to learn myself.

  5. #5
    Palace Guard
    Join Date
    Jan 2010
    Location
    Germany
    Posts
    3,940

    Default

    Quote Originally Posted by Graylord View Post
    I'm not using the existing weapon systems.
    So, where is the thing again that prevents you from using code of the existing system?

    Our enemies don't use actual Weapons either. Doesn't stop us from using the functionality to add spread to the calculated firing direction, though.
    Our Loop, which art in source code, hallowed be thy keyword.
    Thy condition come, thy instruction be done, in RAM as it is in cache.
    Increment us this day our daily counter,
    and forgive us our typos, as we also have forgiven our compilers.
    And lead us not to the nullpointer but deliver us from bugs.
    For thine is the API, the GUI, and the CLI while(true).
    Semicolon;
    Please don't send me questions about how to do something in the UDK via PM. That is better discussed in the forums and we only have limited PM storage.

  6. #6
    Marrow Fiend
    Join Date
    Jun 2009
    Posts
    4,479

    Default

    You mean other than spread being defined in the Weapon class? I am not using any of the existing stuff, at all.

    I'll see if I can figure out how it works though!

    Edit: Spread is not what I am looking for, it's just a randomizer, which I already got covered (As I said, I was already thinking of doing some rands and interpolating them in). But just randomizing the target isn't enough, as it will look weird with how my weapons behave.
    Some of my weapons are beams, so it will be very obvious the aim is moving from point to point.
    Last edited by Graylord; 07-25-2012 at 01:48 AM.
    Please don't send me private messages asking how to use UDK unless it has to do with my work, everything I can teach is already out there.

    I am not support, I am here to learn myself.


 

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Copyright ©2009-2011 Epic Games, Inc. All Rights Reserved.
Digital Point modules: Sphinx-based search vBulletin skin by CompletevB.com.