Ok, so I was scribbling away on a notepad on the subway the other day, and I had an inspiration.
The waypoint system in FPSC is too buggy, and doesn't allow an entity to recognise an individual point on a waypoint path. So, for example, you can't tell an entity to pause at the 3rd waypoint marker, before moving to the next. This sort of issue really detracts from the AI in FPSC, as entities cannot identify individual waypoints.
Therefore I started to think about a system that would allow the user to specify various waypoint conditions, as well as placing specific waypoint types, for example, waypoints that are only used during a retreat, or waypoints that represent areas behind cover.
At the moment, you can build a complex set of retreat, cover and normal waypoints, but you have no control over which ones the entity will use.
The test.
I created 4 new entity "markers" : a1, a2, a3, a4.
The entity's script makes them target each one in turn and move towards it. Basically, it's like they follow waypoints, only now, they don't get stuck or anything.
I then tried adding 4 other entity markers : cover1, cover2, retreat1 and retreat2
when under fire the entity now actively seeks out cover (or retreats).
So, I feel like I've made a great innovation. I've started to build this into sensei, and the results are marvelous. This AI actually reacts like a higher budget title. It's not HL or Black, but it's pretty wicked. Here are some things I'm going to be instigating today:
1) Waypoints that spawn. Basically, the waypoints I've created are invisible entities. This means they can spawn on the fly, so enemy AI appears more random.
2) waypoint markers themselves can move towards other waypoint markers, making enemy behaviour even more complex, and difficult for the player to second guess.
Anyway, my head is exploding with possibilities right now, I'll get on with some stuff and get back to you guys....