It has been a while since I saw a joke post on this thread, so I thought I would liven it up a bit.
@zero3growlithe
Maybe you should just have an AI Director do everything for you :lol
It has been a while since I saw a joke post on this thread, so I thought I would liven it up a bit.
@zero3growlithe
Maybe you should just have an AI Director do everything for you :lol
That's great, BUT, and here's the question did you use the correct scale for the track, and the new track? Because the one I sent you is completely diferent from the one you had in the last compiled version of the game... I'm going to try and finish Cassandra today and I'm going to instruct you on how to put it in game, properly, so we have a definitive version for that track. Just be around skype, when you can.
Eeeeerm, I thought about it after I finished making all nodes so no xD But changes can be made very quickly by changing ships scales properly so track scale can be the same and it will look as you want. Send me this properly scaled version of Cassandra after you finish it and I WILL take care of it.
btw. Click, and I'm on Skype xd
@Amaroq: If Unity would have "object programming" then it would look like this :P But here every AI has its own rules X_x
Zero: AI sounds really good, in the end did you go for a collision or distance based approach to your node nav points?
Yea, my track has long splits and... A really big jump. No, it's like CP's jump... x5 (better example, florion heights 3's jump... ×3)
I only have a line version ATM... I'll draw the track now.
Name: <none>
location: <a city, in a cold place>
Give me a name and I'll make the discription
How about a track with a Chenghou Project jump, except there is a track split at said jump, and you have to choose which track section to jump onto. There are two different track sections, in some areas the left route is more difficult but faster, while in areas the right route is more difficult but faster. In other words, both track sections have a similiar length and difficulty.
Just remind yourself that we need a second version of that track then or it can only raced forwards if it has jumps in it...
I have an idea for rev, like TA in pulse... (big jump forward, tunnel rev)
@Aspect: Distance based one cos it has better performance. If there will be problem with them being missed then I can just add a new variable that will give them individual detection range :P