When considering programming efficiency . . .
OK I see, I didn’t know any of that. That helps. This is gonna take some time, because I have a lot to learn. Thanks for that blend, I’ll check it out later.
If you have a level which is pre-made and never changes
The city with nodes could be made so it didn’t change. except with LOD.
Gawd, I feel like a two year old having a conversation with Einstein. LOL
When you say node system, do you mean using track to actuator to a mesh (node)?
That’s the way I’m doing it now
Or is that a python keyword, or function, or something???
I probably will abuse obstacle simulation to see what it can and can’t do.
Yes the male and female are the same. They share the same actions. I crammed my old male and female mesh made with 2.49, onto an armature in resources (2.76a) with pre animated actions, not rigged perfectly, there is some mesh stretching, but that’s Ok for this test. (saved some time)
One female, with different clothes, hats, hair etc. (in the works)
One male with different clothes, baseball cap, fedora, straw hat, beard, mustache, etc. so far. I simply use the end object actuator to get rid clothes etc. I don’t need when person spawns.
It would be easier to create 30 or so copies of the people, and spawn them.
These people only walk from one place to the next, and are like “extras” in a movie.
They can be shot and killed, complete with death animation. But they don’t chase, or attack the player. They all are human figures with armatures, with walking, running, death animations.
I use planes as nodes placed around the city, Track to actuator, Motion, walking action, actuators to move them from one node to the other. The armature and collision box are interconnected. (select collision box shift select armature, draw a wire from the collision box to the armature) The collision box does all the thinking.
The armature only plays the action. (no animation properties)
using Blender 2.76a.
It’s confusing I know.
I plan to also have the people stop, and talk on the cell phone (like GTA) or something else. (Not sure what yet)
They are dynamic so they can move up and down ramps, move with motion, LocY This has been the most efficient method in my tests so far.
I tried track to closest scripts, and the Navmesh to simulate this. With the track to script, sometimes the people just stopped, same with Navmesh. (maybe something I did wrong)
So far I can spawn 35 people, and the FPS stays at 60. I even have a First Person shooter, still stays at 60. I’m going to expand the city and double that to see what happens.
One cop, one bad-guy. they are a little different from each other, and the people., but share the same actions as people, more actions will be added for fighting the player (not done yet) I probably won’t spawn more than 5 cops at one time.
(I don’t have any bad guys yet) but I have the cops that walk a beat, using the nodes, the same as the people do. But if the player shoots, (discharges) his weapon. The cop switches to state 2, and uses the steering actuator, and navmesh to chase the player. He has a ray (eyes), when he sees the player he he switches states, stops, shoots, with a shooting animation, a delay brings him back to chasing state after a few seconds. So far this works well.
I will do something similar with the bad guys. (not sure what yet)
So far what I have works really well. I’l hit play, walk away, come back a few minutes later. Still working.
I thought by using python It would be easier. Maybe something like “if collision with node1 own state 2”
“if ray.positive own state 3” But it looks way more complex than that.