Hey all,
I'm currently producing an arcade-style survival game (SIMILAR to CoD's Zombies, but with some twists and completely new ideas) and I've been messing around with Dark AI.
The problem I have is when the "Zombie" (not wanting to give away the game) is following the waypoints, the entity will (usually) after a certain point just float toward the last waypoint, but when the last waypoint is reached, and the Dark AI takes over, its absolutely fine. I've no idea why this happens. Here is the script in question:
;Artificial Intelligence Script by TrueSniper
;Header
desc = Dark AI for Zombies
;Triggers
;Walking to Barricade
:waypointstate=0:animate=5,waypointstart
:waypointstate=1:animate=2,waypointstart
:waypointstate=3:animate=2,waypointnext
:waypointstate=4:animate=2,waypointrandom
:waypointstate=5:animate=2,waypointstop,state=1
;Walking Animations
:ducking=0,strafingleft=1:animationnormal,animate=3
:ducking=0,strafingright=1:animationnormal,animate=4
:ducking=0,movingforwards=1:animationnormal,animate=2
:ducking=0,runningforwards=1:animationnormal,animate=5
:ducking=0,movingbackwards=1:animationreverse,animate=2
:ducking=0,idle=1:animate=1
;Follow Player
:state=1:aisettarget,aimovetotarget
:state=1,aitargetdistwithin=50:state=191
;Melee Strike
:state=190,varequal=0:state=191
:state=190,varequal=1:state=291
:state=190,varequal=911:state=191
:state=191:aisettarget,airotatetotarget
:state=191,aitargetdistwithin=50,aicanshoot=1:state=192,aistop
:state=191,aitargetdistfurther=50:state=1
:state=191,aicanshoot=0:state=1
:state=192:setaiactive=0,state=193,setframe=8
:state=193:incframe=8,airotatetotarget
:state=193,framebeyond=8 60,aitargetdistwithin=50:aisetmeleedamage=50,aiusemelee=1,state=194,sound=audiobank\misc\melee.wav
:state=193,frameatend=8:animate=1,state=1,setaiactive=1,airotatetotarget
:state=194,frameatend=8:animate=1,state=1,setaiactive=1,airotatetotarget
Does anyone have any ideas as to why this happens? Any help is appreciated.
TrueSniper.
Xbox GT: TrueSniper v