Re: Delaying activation of enemy AI...HELP!!


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Posted by EV on March 13, 1998 at 04:44:03:

In Reply to: Delaying activation of enemy AI...HELP!! posted by Elanthil on March 13, 1998 at 04:34:14:

> I need some serious help on this one.

> I want to set it up in single player mode so that when the player starts the level, EITHER the enemies will be inactive for 3 seconds, OR the player will NOT be a target to them for 3 seconds to simulate the time it takes for them to 'realize' that the player is a rebel, rather than an 'innocent civilian' (after all, hes carrying a sawed off laser rifle hehe).

> Theres a very very good reason for this..

> 1) it makes the scenario Im dropping the player into a bit more realistic.

> 2) it gives the player a chance to move before the THREE SQUADS OF STORMTROOPERS that are standing guard in the starting area begin firing.

> And yes..I feel that 3 5 man squads is fair :D

> Im consistently taking out all 15 troopers and their 3 officer leaders with just the bryar pistol, on HARD, even with no 'ai start delay' or 'nontarget grace period'..of course, poor old kyle DOES get the snot pounded out of him in the process, but lemme tell you...WOOO! what a rush. :D

Try looking at the ai sleep cog. maybe you could modify this for your idea.

sounds pretty good by the way.

EV


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