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First think of what you would do as a player (and/or ask others what they would do) and then try to program one or more of those strategies. There are probably several situations where a simple rule won't be a good idea to follow. This is actually a good thing, because otherwise your game would be fairly pointless to play as a human. Having an AI that can ...


3

There is really nice article at Rogue Basin on Dijkstra Maps about the problem you are encountering. This kind of "exploit" can be easily overused, cornering range units, while they are try to flee, they really stuck and can't move away. The article describes making "negative" Dijkstra maps. You create normal Dijkstra map, multiply result by value -1.2, and ...


1

In my experience, navigation should not be handled explicitly in the behavior tree. BTs are great at stateless reactive behavior, while navigation is inherently stateful: you find your path, than you follow it, check whether you should replan... If you need to handle jumps, elevators etc. thnigs get crazy and are difficult to handle in a BT. In all games I ...


1

Hmm, a speed-dependent arc (like a narrow perception zone, or a cone of perception) , you say? The text book pretty much has made up this term, it is not a standard term as far as I know. What comes to mind is the following image... "Speed-Dependent" brings up the idea that the 'cone' changes in size based on (aka 'dependent on') the current speed. For ...



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