Thanks a lot! Ill just post my current system and some notes for reference to catalog what im doing.
The AI Trunk, left side holds a series of event listeners that get instructions and updates from the ship’s monobehaviour and sets the enumerator for the action to execute, left side executes the enumerator until it returns true, where it resets the mission.
A simple mission to pick a destination somehwere in the world with “city” tags, and constructs a route to pass into the “go to” function
“Go to” tree, pathfinds along route while also handling local avoidance by offsetting the target vector and setting the throttle reactively.
Let me know if you have questions or insights into how this is structured, and if i should be doing something else
Attachments:
AI-trunk.png
mission-example.png
the "go to" subtree, used wherever i want movement, i input a route and default throttle
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