Ok, I have my two characters and a level for them to do battle in, but now I’ve com across 3 major problems. Hopefully someone can help.
Prob. 1:
Ok, my enemy character is supposed to run along the ground at me and do a sword combo, but the problem is, he’s running along the side of the wall. I mean his feet are literally planted to the wall. How do I make him stay on the ground?
Prob. 2:
Ok, I have part of my basic A.I. I have set where if my hero character is near the enemy character, the enemy will do a quick sword combo, but the problem is this. I can’t get him to chase me or look in my direction.
How do I setup the controls to make the enemy character run at me when I’m standing still, and then chase me when I start running?
Prob. 3:
How do I set the controls where the enemy character is standing at his default stance awaiting my arrival, and when I arrive start his actions? See the enemy is deep inside the cave where the hero needs to get to, but when I get there the enemy shouldn’t be running until my hero is in the same chamber. If I tried this, would it work? Set a collision sensor on the floor of the entrance to the chamber; then have it set to activate his actions when my hero’s feet collides with it. If this doesn’t work could someone give me a better suggestion?
:-? Not too sure what you’re talking about there. If your enemy was set to walk on the floor it should do so.
Use track to actuator to track to the hero. What’s the difference between running at you and chasing you? Use track to and when the hero is in near (use near sensor) activate track to, motion for enemy, and running animation and it should run to the character. To stop it, maybe when collides with the hero or something stop the motion. Or with python get the distance between hero and enemy and stop according to the distance you want.
Well this would involve linking the enemy object to the floor object. It would work, but it’s better to just broadcast a message saying that the hero is in the chamber or something. Have that trigger the enemies actions.
%| AI for this kinda stuff might be a bit more complex. Hehe I hope you know python. Cause it’ll be a whole mess of logic bricks without it.
:-? Yeah, 1 is kinda hard to help with. Cause it’s not specific on what your problem could be.
By saying it’s a dynamic actor you’re just saying it can respond to real physics in the game engine. Usually this won’t cause a problem for regular character setups.
Can you provide a .blend of your setup for the enemy? It might be you’re setting it up differently. Try the setup for OTO’s tutorial. The setup there is ok and should allow the character to move.