Well in battle engines the AI's actually have to figure out when to fight, where to go, what attack to use, and if it should flee. Camping and Swimming AI only involves moving them around and keeping some sort of log of what they've been doing (for thoughts and things), in any case it would probaly be more fun to make than battle AI. I'll at least try it if you want me to.
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Registered 05/07/2002
Points 185
19th January, 2006 at 22:25:58 -
Tigerworks makes things easy with extensions. Look into this stratagy object.
"Isn't it always amazing how we characterize a person's intelligence by how closely their thinking matches ours?"
~Belgarath
Yeah, I was going to use that, but the example file that I looked at didn't seem to work. I'll look farther into it.
Happily Using Mac Now
I Officially Leave-d !
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Registered 05/07/2002
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20th January, 2006 at 00:02:30 -
Have it run through a loop ONCE using every move on every teammate (without it actually doing damage), to give the enemy a basic idea of what moveset is most effective.
"Isn't it always amazing how we characterize a person's intelligence by how closely their thinking matches ours?"
~Belgarath
I would have thought youd just have an animation of the player running at the monster and attacking if he were to use an attack that involved moving? maybe not?
n/a
Peblo Custom ratings must be 50 characters or less
Registered 05/07/2002
Points 185
20th January, 2006 at 01:34:52 -
Dunno what you all are on about, I'm talking about the enemy AI.
Edited by the Author.
"Isn't it always amazing how we characterize a person's intelligence by how closely their thinking matches ours?"
~Belgarath