QC Clean. Individual AI scripts
Posted: Sat Dec 03, 2011 7:09 pm
Hey guys. I'm using a clean base QC. As far as I can tell all of the major monsters in single player all run out of ( ai.qc )
Now I have done some messing around with this but I cannot get to the conclusion I have been looking for.
Also any modifications to the script I do in ai.qc will lead to further problems later on.
Essentially I want to have a few different .qc files that different "characters" in my world can use for their brains.
Guards that will attack on a trigger or when attacked (entering an unauthorized area) - this will use guard.qc
Pedestrians that will attack only when attacked - ped.qc
enemies that will attack on sight - enemy.qc
Can someone give me some advice? How would I start to set this up? How exactly can I dismantle ai.qc into more workable scripts? Is there someone who can tell me how to get to a basic ai that has just brains enough to follow path nodes and perhaps locate a player when needed?
Am I going about this incorrectly? Thanks again.
Now I have done some messing around with this but I cannot get to the conclusion I have been looking for.
Also any modifications to the script I do in ai.qc will lead to further problems later on.
Essentially I want to have a few different .qc files that different "characters" in my world can use for their brains.
Guards that will attack on a trigger or when attacked (entering an unauthorized area) - this will use guard.qc
Pedestrians that will attack only when attacked - ped.qc
enemies that will attack on sight - enemy.qc
Can someone give me some advice? How would I start to set this up? How exactly can I dismantle ai.qc into more workable scripts? Is there someone who can tell me how to get to a basic ai that has just brains enough to follow path nodes and perhaps locate a player when needed?
Am I going about this incorrectly? Thanks again.