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Hey, how about this for AI:
In blender: The ship has two invisible boxes in the nose, each with a "near" sensor. Imagine we have a right turn. The left box's near sensor would be activated, because the left wall get's nearer, and it would turn a propertie true. Then the ship's rotating actuator would read the change of that propertie and turn the ship right until the distance between the two walls in relation to the two boxes are the same.
Can you make somehting up from that? I can't right now...
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Xpand: I have tried something like that, and in theory it is a good idea. You can see what I came up with in one of my earlier posts where I had a blend file with this system in action.
To really make it work, you need to mix in states. This is because the AI works on touch; since the speeds are quite high the ships rotation must also be high and causes instability. Also, because of the closing speed, sometimes while turning the other opposite turning sensor gets activated and the AI fails.
States would get around this by disabling the opposite turning actuator when in a turn.
This sounds confusing, but when you make it in Blender it makes sense (promise!)
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1 Attachment(s)
Here is a simple blend that demonstrates:
Speed limiting
Speed indicator (visual, i.e. a bar that extends)
Speed readout (in numbers)
Press UP cursor to move the cube.
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Nyah... nobody checked your work (i think so) since you posted it, so i checked it and:
- i like increasing speed of cube when "up button" is pressed (and indicator)
- i like how it decreases speed when "up button" not pressed
- don't know if it was intentional, but i noticed that when cube is out of surface it slows down slower, that's nice
btw. check what happens in console while cube is slowing down while out of surface... don't know if it should be fixed but it seems to be wrong, i mean speed parameter is too long, if possible: to shorten speed parameter to 0:00 and stop it right at 0:00 somehow... it doesn't seem to stop :/
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Sorry for not coming on in a while. I'm terrible at scrips, at a begginer at logic but, nodes (textures, etc) I'm pro (sorry for talking about my self) If you need a texture just ask.
In an other layer, make walls, just for the AI, or have 3 lines (paths) center, left wing, right wing. I think 3 paths take more work but, has smoother response (ex: a rocket hits the left side dissabling the center and right path. After impact, activating an attraction to the wall on the left side. I'll explain later, ok?
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As far as the Python script goes, in that example the script only checks forward (x) movement, so when the cube falls (z) the x motion will eventually drop back. I do have a more up to date version- I may post it sometime.
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Rotational or feisar_rocket, is it possible for you to make some sort of model loader so that we don't have to squeeze all the ships and tracks into the game's exe?
Just give me 2 more weeks and I'll be up and running at 110%.
I'll give a hand on blender programming if needed, but I'll focus more on the modeling and texturing and audio part. I also make music. If you want I can create the soundtrack for the game.
Here's some examples of what I do:
www.youtube.com/Rbngmusic
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As far as a model loader, blender doesn't work like that. The way I was going to do my game was to have a separate layer that models are called from when needed.
And any help is good! See you in 14 days!
Btw nice music! I imagine the wo music would be a lot darker in tone though, think Smartbomb or any wo3 tune would stylistically fit the bill...but that's my opinion!
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Thanks!
Yeah I can make dark mechanic-like futuristic music no problem.
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I was thinking about classic tracks and how to have a big return for it. Maybe, I can make combonations of tracks! I'll draw and show you guys different tracks, huh?