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taking cover.
#447610
12/21/14 22:07
12/21/14 22:07
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Joined: Feb 2010
Posts: 886
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One way to make your AI seek and use cover, is usind "coverpoints", which you set in WED, and c_trace.
However, I want my AI to seek and use cover, without pre planted "coverpoints"; that the AI somehow knows where to take cover, only using the position of it's enemy/ies and traces (or whatever).
Anybody has an idea?
Greetings Random
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Re: taking cover.
[Re: alibaba]
#447627
12/22/14 16:52
12/22/14 16:52
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Joined: Feb 2010
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I already handled it manually, but it has to be automatic. The idea that coverpoints are placed due to the situation and position (ally AI and enemy AI) while the game is running (real time) isn't bad, but it would definitely kill to much performance.
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Re: taking cover.
[Re: MasterQ32]
#447631
12/22/14 18:56
12/22/14 18:56
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Joined: Feb 2010
Posts: 886
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I don't really know what you mean by that. Do you mean that for instance, every (almost) entity in a certain radius of the AI is registered as a potential coverpoint. So if it is time for the AI to take cover, it searches for the nearest coverpoint (suitable entity)? - beware of my paint skills! -
Last edited by Random; 12/22/14 18:56.
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