KVELLER Posted May 29, 2017 If that's the case, has anyone actually done anything with that? It would be interesting to be able to create a dynamic AI using paths. 0 Quote Share this post Link to post
0 Voros Posted May 29, 2017 Use DECORATE/ZScript/ACS to define new enemies with new AI. 0 Quote Share this post Link to post
0 KVELLER Posted May 29, 2017 Thanks. I may try to do something with this someday. 0 Quote Share this post Link to post
0 ReX Posted May 29, 2017 14 hours ago, KVELLER said: If that's the case, has anyone actually done anything with that? It would be interesting to be able to create a dynamic AI using paths. Technically, enemies in DooM will "natively" behave in the same way. In other words, they will attack the player when alerted, will continue to attack even when taking severe damage, will not seek cover, and will hunt the player when the player takes evasive action. As Voros pointed out, however, you can make some modifications to this behavior using the enemy's definition as well as scripting. For example, the enemy can be made "friendly" (i.e., will attack regular enemy), can be made to follow a "patrol path", can be made to retreat or teleport away when it has taken a certain amount of damage, etc. 1 Quote Share this post Link to post
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KVELLER
If that's the case, has anyone actually done anything with that? It would be interesting to be able to create a dynamic AI using paths.
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