
Grasp of the Fallen /
Engines / Artificial Intelligence /
Scripted Animation
Updated: 6/15/2004
Design engine to not need user input… Make animation possible based on magnitude vector and calls to one of the states above with any necessary parameters. This is most useful for events when player loses control and as a steering mechanism for NPCs.
Sequence of actions, switch between a few to create variety Waypoints + attack anything on the way
To attack
make A.I. "see" the enemy.
if short range weapon
- make enemy a waypoint
- attack once within attack range
if long range weapon
if magic attack
To defend
detect enemy attacks
- if dodge = possible then dodge
- else defend
detect enemy magic
- Determine element (target is always unknown)
- If A.I. is set to help group, cast magic defense spell to all
- else cast magic defense to self
A.I. can team up with other A.I. automatically it can perform all battle commands The results are determined by experience levels so the computer is programmed to lose.
aggressive or passive
return(object) follow(object) attack(object) offscreen constraint( ?, ?)
on(input) use(object) collision(object1, object2)
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