MegaKerma / Silent Walk FPS Creator / Silent Walk: RENAISSANCE

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PostPosted: Wed Oct 28, 2015 8:55 am 
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I have a few suggestions if there will be a new version:

-With the 'billboarding' option, there should also be the option to apply it to either the x or y dimensions, or both

-A very simple to use but effective A.I system. This is how it would work:
In a separate AI menu, you should be able to choose whether it is a good or bad AI.
If it's a good one, give the options to have it follow you, talk to you using the dialogue system, etc.
If it's a bad one, you can upload separate animations for it under the labels 'walk/run, attack, idle' etc
So it would be a very simple menu in which you choose the behavior of the AI, then select the appropriate animations for it
(The animations would have to be pre-made by the user in Blender or a similar program)
I understand this may be hard to code, but I think it would really benefit users of MegaKerma, especially those who want to make horror games with AI etc.

-Also cutscene support would be good, if possible

-And also (if possible) an upgrade to make the engine more powerful would be amazing, MegaKerma is so easy to use and has so much potential!


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PostPosted: Wed Sep 27, 2017 7:53 am 
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Location: bangor, WALES
Cutscenes are already possible :D

I second the need for a simple A.I system. It doesn't even have to be that intelligent, something similar to SW2 would do the trick. NPC/friendly AI would be a bonus!

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PostPosted: Wed Sep 27, 2017 2:50 pm 
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Location: Russia, Yekaterinburg
In the "Tutorials" section is an example of my simple enemy AI. But gravity doesn't influence on AI. By the way, I'll plan to update it. I want to add improved orientation on the terrain.

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PostPosted: Wed Sep 27, 2017 10:45 pm 
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I've actually used your AI a few times. Included things such as:
Code:
IF pDist < 50
DEC health BY 1
MOVETO self 1 1
TIMER1 60
PLAYANIMATION zombieattack 0.5
ENDIF


Might not be quite right since I'm doing this from memory. Essentially when it gets to a certain range it deals damage, remains stationary for a little while it plays an attacking animation, and then resumes attacking player. TIMER1 would be moveto player.

//EDIT
But as you say it is not affected by gravity or walls and other stationary objects. Therefore it doesn't navigate around things, it merely passes through them. I've tried adding collision checking of a cylinder around the enemy which would detect objects and change the direction of movement but I couldn't get it to work.

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