We're going to create an enemy bot that detects when a player is in range and then shoots toward him. We're also going to make a patrol bot that actively seeks out the player and shoots toward him.
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Here we go over the features we've just implemented and smooth over the rough edges. Topics like properly firing animations and fine-tuning bot behavior are discussed.
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We show you how to make an enemy that detects when the player is close, faces the player, and shoots a fireball in the player's direction.
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We need to give our enemy's fireballs some firepower, so here we show you how to use collision detection to lower the player's health if the fireball hits him.
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In this chapter we begin adding NPCs both enemy and non-enemy. Various topics such as placement and respawning are discussed.
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In this chapter we expand on our point templates to set up assualt paths for our NPCs. We explore the ffects on the NPCs and what this means for gameplay.
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The player's health script is explained, as well as some elements in other scripts that are dependent upon player health.
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We dissect a provided “Waypoint” script that enables non-player characters (NPCs) to navigate around obstacles, which is an essential part of effective enemy AI.
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In this chapter we set up conditions under which a neutral enemy bot will run away from the player. We also have to tell the bot to run, stop, and to play the proper animations.
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