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One things that keeps bothering me is that the AI never trip the lasers. I am jumping through the lasers, shooting at them as they follow, get to the end and see them just recklessly sprinting through them. I am guessing that this falls under AI improvement. I also have no clue what would need to be changed for this to go into effect. Thanks, Otaku-kun | One things that keeps bothering me is that the AI never trip the lasers. I am jumping through the lasers, shooting at them as they follow, get to the end and see them just recklessly sprinting through them. I am guessing that this falls under AI improvement. I also have no clue what would need to be changed for this to go into effect. Thanks, Otaku-kun | ||
:Teaching the AI how to avoid lasers (see [[TRIG]]/[[TRGE]]) is of course a major issue of AI improvement, and one that is essentially hopeless - too much logic to implement from scratch (jumping, crouching, etc). Luckily, triggers are typically meant to activate turrets, which (typically) have no reason to fire at anyone except the player. So it looks natural enough for the AI to ignore the lasers. --[[User:Geyser|geyser]] 14:57, 4 October 2012 (CEST) | :Teaching the AI how to avoid lasers (see [[TRIG]]/[[TRGE]]) is of course a major issue of AI improvement, and one that is essentially hopeless - too much logic to implement from scratch (jumping, crouching, etc). Luckily, triggers are typically meant to activate turrets, which (typically) have no reason to fire at anyone except the player. So it looks natural enough for the AI to ignore the lasers. --[[User:Geyser|geyser]] 14:57, 4 October 2012 (CEST) | ||
::Ok, having them avoid the lasers seems like a very hard task, but could we at least make either the turrets attack the AI too or to have the AI wait on the other side of the lasers until the player returns? Thanks, Otaku-kun | |||
==Riddles for engine patchers== | ==Riddles for engine patchers== |
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