Open kmtGryffindor20 opened 5 months ago
please assign this issue to me @kmtGryffindor20 @darshi1337
@phantomgithub assigned https://www.youtube.com/watch?v=jnETyJUiCiM&pp=ygUOZW5lbXkgYWkgdW5pdHk%3D This can help
@phantomgithub Any progress here?
@phantomgithub Any progress here?
@darshi1337 Yes its done, will create PR today
@darshi1337 I wanted to ask that once the player is spotted, should the enemy chase the player until the player kills the enemy or till the player is in the enemy's patrol region?
@darshi1337 I wanted to ask that once the player is spotted, should the enemy chase the player until the player kills the enemy or till the player is in the enemy's patrol region?
You can do either of the two:
Do not make the enemy to continue the chase once aggravated. There should be a condition where the enemy can return to the patrol state.
@darshi sorry for the delay, please un assign this issue as although i am able to implement the patrol and aggro behaviour but i am unable to make it work with the FSM.
You could come back to this issue at a later stage if you find some way of making it work. You can work on some other issue till that time.
Description
We need to develop a patrolling AI for enemy characters in our game. This AI should enable enemies to move along predefined paths, respond to player presence, and return to their patrol routes if the player is no longer detected. The implementation should be flexible enough to allow for different patrol patterns and behaviors based on specific enemy types.
Requirements
Patrol Paths:
Detection and Response:
Behavior States:
Visual Feedback:
Customization:
Tasks