Prefabs
How To Rez
Game Design
modmaker's Resume
How to Skin
Tools Downloads
Links

News Briefing

Introduction

  • Learning Curve
  • Lith Tools Overview
  • Download the SDK
  • Installing the Tools
  • Dedit Basics
  • Your First Level
  • Expanding a World
  • Building on the Grid
  • KeyBoard Shortcuts
  • Edit Modes
  • Eradicating Leaks
  • World Scale
  • First Level Basics

  • Textures/Surface Flags
  • 4 Types of Doors
  • Making Windows
  • Grates and Railings
  • Stairs, Lifts & Ramps
  • Lights, dirlights, FX
  • Water & Rain Volumes
  • Sky Boxes / Portals
  • A basic Trigger
  • The Wall Switch
  • Adding Pickups
  • Proptypes vs Props
  • StarlightView Mode
  • Muliplayer/ SinglePlayer
  • Second Level Intermediate

  • Prefab Advantage
  • A Prefab Deconstruct
  • Adding Sound FX
  • Hacking Device
  • Torchable Lock
  • Complex Trigger
  • Active Props
  • Light Groups
  • Particle FX
  • Client FX Light
  • Third Level Intermediate

  • AI Basics
  • AI Volumes and Nodes
  • Simple AI Alien
  • Character AI
  • Goal: Patrol
  • Keyframer
  • Advanced Level Building

  • -nosnapnocsg
  • Optimizing a level
  • Importing Terrain
  • Using the Camera
  • A Cinematic
  • Giving AI a script
  • Convoluted trigger
  • Random Events
  •  

     

    Character AI

    • Adding AI Characters
    • Creating a new Character
    • Misc Character Commands
    This is starting to get nuts. . Most these things are not complicated. You can easily add objects to your level to increase the interest and interaction in your level. Its just a question of how much, and how complicated you want to make it.

    Character AI put obstacles in your player's path.

    You add all the AI Characters exactly the same way as described in the previous tutorial.

    WILL ADD TO THIS TUTORIAL SOON

    Here are some cool examples from Red Riot.

    You can command an AI to do almost anything. Its just a question of the right command, and or script, and the proper set up of AI volumes and AI Nodes.

    Perhap you have a sniper in a guard tower and he is targeting an enemy in the distance(not necessarily the player). But now suddenly there is a closer threat(the player). By default the AI will pick the nearest enemy AI within it's field of view unless its already engaged with a target. This target will remain until either the target is dead or the AI receives damange from another target or it receives another target message.But if this closer target (the player), simply walks by the AI he would be ignored, and the player will think thats a pretty stupid piece of AI coding.

    Well there is a way to get the AI to target the closer enemy (player).

    msg sniper27 ResetSense

    This will cause the AIsniper in the guard tower to loose the distant target, and return to searching for new targets to acquire, and it will acquire the closer target (the player) if he sees him. A great potential stealth scenario, and apparently alot smarter. Of course the message would need to be triggered, perhaps with a player trigger as he gets within range or too close, or near a door, or a death message, or a weapons pickup.

    You can easily teleport a Player across a map by using this simple command.

    msg player (teleport teleportpoint)

    or

    msg player (teleportnr teleportpoint)

    There is a difference between the two commands, teleportnr , (the nr is synonomous to no rotation) is a teleport with no rotation change, whereas teleport rotates the player to face the direction of the teleportpoint object as set in the properties rotation.

    The destination point must be a teleport object. Thats just a requirement of the code. The teleport command can also works for character AI. You can quickly change the direction of an attack that way.

    CURRENTLY INCOMPLETE

    cause there's never enough time,

    and I'm working on this

     
    Copyright 2001-2001 William "modmaker" Bostjan All Rights Reserved.