Plan for Dee
by Dee · 10/02/2005 (12:31 am) · 4 comments
Well, seeing as I need it before I can properly continue, I decided to hunker down and focus on the AI add-on, I've had in mind for a while.
Didn't take as long as I expected, seeing as I had drafted the layout previously, and refined it over about 4 months : )
ca.geocities.com/darylland@rogers.com/Image1.jpg
Basic design is trigger/radius driven, but 90% initial and playable settings can be done through the editor, with immediate visual/game feedback.
Hooks, and console commands available to override most settable options)
Some of the results are here:
ca.geocities.com/darylland@rogers.com/Image3.jpg
ca.geocities.com/darylland@rogers.com/Image4.jpg
ca.geocities.com/darylland@rogers.com/Image5.jpg
ca.geocities.com/darylland@rogers.com/Image6.jpg
Layout's pretty flexible too.
- C++ class templates for actions
- FSM design
- AI Manager type use, where the AI takes direction/settings from a static source
allowing a quick re-point of the source to change most AI attributes
- Enter/Execute/Exit style states
- Basic functions imbedded in C++
- Script exposed for easy additional customization
- Seems not to have any issues with memory or load..so far
So far I've managed to implement the basic Idle/Animate/Follow/Avoid/Sounds/LookAtPlayer & Attack options.
Just need to finish up on Activate/De-Activate (Hide), Waypoint Wander (in C++), PathFollow & Dialog actions.
Didn't take as long as I expected, seeing as I had drafted the layout previously, and refined it over about 4 months : )
ca.geocities.com/darylland@rogers.com/Image1.jpg
Basic design is trigger/radius driven, but 90% initial and playable settings can be done through the editor, with immediate visual/game feedback.
Hooks, and console commands available to override most settable options)
Some of the results are here:
ca.geocities.com/darylland@rogers.com/Image3.jpg
ca.geocities.com/darylland@rogers.com/Image4.jpg
ca.geocities.com/darylland@rogers.com/Image5.jpg
ca.geocities.com/darylland@rogers.com/Image6.jpg
Layout's pretty flexible too.
- C++ class templates for actions
- FSM design
- AI Manager type use, where the AI takes direction/settings from a static source
allowing a quick re-point of the source to change most AI attributes
- Enter/Execute/Exit style states
- Basic functions imbedded in C++
- Script exposed for easy additional customization
- Seems not to have any issues with memory or load..so far
So far I've managed to implement the basic Idle/Animate/Follow/Avoid/Sounds/LookAtPlayer & Attack options.
Just need to finish up on Activate/De-Activate (Hide), Waypoint Wander (in C++), PathFollow & Dialog actions.
About the author
#2
10/02/2005 (11:21 am)
wow, dude, you rock! coming to IGC? It'd be fun to talk about this stuff a bit. This looks awesome!
#3
10/02/2005 (12:39 pm)
greate will you add this to resource or will you add your own resource?
#4
It actually worked out way better than I expected : )
@Chris C
Not this year, but if all goes well, planning for next year...although it's a bit far from TO...
@Firas
Likely will be an AI pack.
10/04/2005 (4:25 pm)
@Chris "C2"It actually worked out way better than I expected : )
@Chris C
Not this year, but if all goes well, planning for next year...although it's a bit far from TO...
@Firas
Likely will be an AI pack.

Torque Owner Chris Byars
Ion Productions