Deathmatch AI
poorcollegedev
Member Posts: 289
Hey guys, I need help conceptualizing or mapping out an AI system for enemies for an arena based deathmatch mode. They would need to roam around the map until they see an bad guy (either player or computer). Could this be achieved via waypoints. By that, I mean have the enemies randomly move between waypoints set throughout the map and if they come across an enemy, go for it. Any ideas??
Comments
http://www.mediafire.com/?wwc4ulgfyy82p1f
That's neat, @Socks! I will make it Awesomatic immediately. :-)
""You are in a maze of twisty passages, all alike." - Zork temp domain http://spidergriffin.wix.com/alphaghostapps
Here try something like this:
http://www.mediafire.com/?ur28tsvrt60l4oa
You could make the randomness a bit better with some time and effort, but as a general idea I think this could work.
http://www.mediafire.com/?4c2z2jw8bbweh9r
For background on chemotaxis, see: http://www.mit.edu/~kardar/teaching/projects/chemotaxis(AndreaSchmidt)/index.htm
Here is the file:
http://www.mediafire.com/download.php?7jp43yvo3auxq8e
: )
There is also a scientific underpinning to my 'random' path ( http://www.mediafire.com/?4c2z2jw8bbweh9r ) it is closely modelled on the route I took home last Thursday night after the pub closed.
@poorcollegedev -- are any of these ideas what you are looking for?
Then use an integer to define which random path to take.
so when game.randompath = 1
change destination to waypoint1 X & Y
when game.randompath = 2
change destination to waypoint2 X & Y
then if you want to add another level...
make your waypoints randomly select coordinates from a table, or have them move, and follow way points themselves...
any single suggestion or combination of what has been offered here by myself and others should work great!
Otherwise more details will help us help you