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churros?

in chocolate.
1 (100%)
in caramel.
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Total Members Voted: 1

Author Topic: Cylofort; A build/defend game  (Read 9932 times)

AI is the hardest thing to add.

although I can't program i can do "theoretical" programming

give me what you can detect/program/do and I could come up with some AI system that may or may not be easy to program.





but i should focus on the images :P

The easiest way would be to get the X and Y of the player, get the angle of it's direction, and use the Polar to Cartesian formula to move the AI towards it the player

for AI you have to consider its health and approach direction to the player

for simplicity's purpose we'll divide the two AI status of enemy: combat and defensive

Defensive will be defined by the enemy's avoidance of direct view of player aircraft and the attempt to flee player if provoked. player direction can be determined by calculating instantaneous velocity and then assuming the direction it is in as the direction the player is facing.

Combat will focus on the enemy's attempt to trail the player's back and fire missiles. It will only fire missiles if the player is within the firing cone of the enemy aircraft. The AI should also have a secondary tactic to head-on attack the player if the player vector is towards the enemy and the enemy is a certain distance away. provoked defensive enemies will also enter combat if the player ends up within their firing cone.

Different levels of combat can be determined through use of variables such as distance before attempt to head-on combat, health level before entering defensive mode, turning speeds, airplane max speed, missile damage, missile speed, and missile turning speed.

This is how you turn angle & speed in to the proper direction to move.

Code: [Select]
function PolarToCartesian(angle,speed)
r = speed
t = angle
x=r*math.cos((t*math.pi)/180.0)
y=r*math.sin((t*math.pi)/180.0)
return x,y
end



That is an incredibly complex AI design that games like Ace Combat use.

really? but this is 2d compared to that game's 3D. In 3D you also have to consider the z coordinate and their relative position to each other, as well as buildings in between or the sunlight, as well as plane hitboxes and projectile spread

i guess you could tone it down a bit by not considering defensive mode.

You don't understand scripting at all.

thank you for retelling me what I already knew  :cookieMonster:

like I said earlier I can't script/code/program for stuff


i'll just focus on the drawings.

Download World Aviator 0.2.0b

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Download World Aviator 0.2.0b

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Download World Aviator 0.2.0b

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Download World Aviator 0.2.0b

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Download World Aviator 0.2.0b

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Download World Aviator 0.2.0b

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Download World Aviator 0.2.0b

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can we be able to pick up passengers at airports for money and can u rename it airline pilot rp

The game is functionally complete. Now all that's left is to change the graphics.

The game is functionally complete. Now all that's left is to change the graphics.
POINTING ARROWWWWWWWWSSSSSSSSFFFFFFFFA AAAAARRRRRNNNNMMMMT

I'm working on a new game, and it's having SO MANY loving PROBLEMS WHY WONT IT JUST WORK



It looks like an ordinary building game, but it's way cooler then that. It also uses a completely rebuilt mining framework from my old game Bitbuilder.