Enemy AI and walls

MoneyMaker100MoneyMaker100 Member Posts: 13
edited November -1 in Working with GS (Mac)
Hey guys
I really need some help with enemy AI. Im making a top down (zelda style) game and basically I want the bad guys (zombies in this case) to follow the player but I don't want them to walk into walls, objects etc. How do I go about this?

Comments

  • GLGAMESGLGAMES SingaporeMember Posts: 988
    Do you mean way point system? follow a specific path or the AI auto roams?
  • MoneyMaker100MoneyMaker100 Member Posts: 13
    If i put invisible actors in won't the enemy just walk and get stuck on the invisible walls?

    I was thinking something like if my actors x and y is between 0 and 320x and 0 and 480y and enemy x and y is also between 0 and 320x and 0 and 480y then move to actor but when actor is in (say) 321 and 640x, then the enemy follows a waypoint system to walk through doors etc...

    Will this work tshirtbooth? It makes my head hurt thinking about how to do it
  • MoneyMaker100MoneyMaker100 Member Posts: 13
    Hey George I suppose both.. But I'm not sure if it can be done. Any ideas anyone?
  • MoneyMaker100MoneyMaker100 Member Posts: 13
    * shameless bump. (sorry) I'm quite stuck
  • scitunesscitunes Member, Sous Chef Posts: 4,047
    use the ORBZ waypoint demo
  • MoneyMaker100MoneyMaker100 Member Posts: 13
    Hey scitunes. Yeah I have that demo. That's what gave me the idea I mentioned earlier. I'm just a bit lost with how that will work with spawned actors etc?
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