Yes indeed, it is a path node system, loosely based on unreal 2003-2004…
it allows me to have “sky nodes” and “ground nodes”… I also made some “fly” and "land nodes, so I can make them walk up to a gap, jump up, and fly across the gap, and when it hits the “land” node, it will land on the other side of the gap, and begin following the ground pathnode network again.
… I will add “jump nodes” and “ladder/lift nodes” on the next bot I make.
It is amazing how easy it is with the logic bricks… I just take it one small bit at a time, and things start materializing very fast
different “moods” are really fast to add
my only complaint with my current system, is that I have to somewhat “hardwire” all the nodes on the bot…
so 100 nodes will take 100 logic brick conditions/ reactions.
(for that huge map, I only needed 10)
The second bots I spawn (white with yellow wings) are flock bots… they follow a single node that has an IPO attached to it… so when bot hits it, it will move to the next position.
sorry about that…
anyways, thanks again for the nice comments Azazel
look in the text editor for all the note files, every class has its own text file.
ONLY bots 2,3 and 6 are functioning properly. the rest are broken and will not follow the proper paths (plus they get stuck inside stuff)
if you want to try the turret , quickly tap the “t” key and it will spawn in the center.
the static mesh warnings are because I use a near sensor for the developer spawn point.
it uses a near sensor to make sure that multiple bots can spawn, without me tweaking a timer every time (they dont spawn on top of each other)
for a cheap thrill place the spawner over the lava, Muuuuuahahaha!
just ask you administrator if it is OK, and then you can do the rest without having to ask him witch site to allow/disallow .
makes his job easier… you should be able to go anywhere on the net, and download with anonymity, with out bugging him at all.