i guess i forgot to mention that they don’t die, yes i know.
i could add more logic to allow a bot to unstick itself, from a wall. but my thinking has been that if the bot takes enough bullets to actually knock it off of its path, it should be a gory mess (and not trying to get back on the path). i am not planning on adding a Bullet force in the future, it’s there for now because i haven’t created blood and guts, and i need to make sure they shooting (and hitting each other)
and the angle of view thing, yes i agree it needs to be bigger, but its actually not realistic. unless i put the bots head on a swivel (like with an action in the armature) he’s going to be walking past you( looking straight forward), and then all of the sudden, see you out of the corner of his eye and turn to kill you?
i am working on the dying today, that along with some other ideas, such as the bot, ducking or sidestepping when bullets hit near him (i might use a distance sensor, but my experiance has not been good with them).
i am also working on a reloading animation that occurs after x shots, and then have a logic that says, IF enemy is ‘near, or in view’ AND ‘i am reloading’, pull out a pistol and kill that #$%^er… just like we all do when we play online.
so, yes, i am working on adding animations to him (and i suck at animating). my biggest fear is that all these animations to make him look better but will slow him down a lot. my pc is no powerhouse, so i have been trying to keep the cpu on the lean side.
thanks for the suggestions, and hey if you want to animate him reloading or getting killed, i could probably use it. right now i’m trying to port other animations to him ( cause i really, REALLY suck at animation)