Game Development Reference
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It doesn't have to end with that. We can, for example, with some modification trigger the
AI to start walking a path, turn in a certain direction, or take cover and other things. This
functionality can either be built into this class or be made as separate classes.
To explore an example in detail, let's have a look at what will be needed to have the AI
move to a specific location once AIScriptControl is triggered.
1. We will need an AIState , which handles moving to a set location. Chapter 5 , Ar-
tificial Intellegence , explains this. The SeekCoverState can easily be modified
to only have a target field rather than a list to choose from.
2. We will need something to function as a waypoint or target. Again, the Cover-
Point control from the same recipe can function as a waypoint too. It can also be
extended so that using cover at WayPoint is an option within the class.
3. Finally, we will need to pass WayPoint to the state. Since we're not supplying a
whole class, we can't set it in AIState itself. One way would be to pass it
through the setTarget method of AIControl .
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