Thursday, 28 April 2011

K so Christy solved the animation problem

The Awesome Christy Lock solved the animation thing even while I was writing the last post. I'll post the code later on tonight for how to do it.

So for me the next thing is to implement a simple spawn/locate human/move closer/attack/defend/withdraw decision tree.

The code to get the position of the nearest avatar could be in the chat code because I'm vaguely sure I saw a function that returns the avatar's location who chatted the message.

If that code is generic, it should be useable to determine the distance to the avatar so the decision tree should look like this:

Spawn!
Is human near enough to me that I can start the attack animation?
Nope
Move closer
Is human near enough to me that I can start the attack animation?
Yup
Start the attack animation
etc

Alternatively I could just do this:
Spawn!
Is human near enough to me that I can start the attack animation?
Nope
Run the follow avatar code
Is human near enough to me that I can start the attack animation?
Yup
Start the attack animation
etc

Then after that it would hook up to some kind of code that determined the human's hit points and damage he/she was taking etc or fed it directly into the health monitor you see in damage enabled areas when using imprudence.

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