Pellaeon said:
I see... so how hard would "coding from scratch" be? This would be a semester-long project, so I'd have lots of time, but since I'd need to learn how to use the program and such, I just wonder how much of a pain it would be.
Well, if you already know how to program some other language learning UScript wouldn't be to much of a problem, just make sure you keep the wiki at hand. (wiki.beyondunreal.com/wiki)
Pellaeon said:
Could we use the functions meant for the scripted events and navigation?
Ofcourse you can, you can use anything that comes with the runtime engine.
Code:
native(518) final function Actor FindPathTo(vector aPoint);
native(517) final function Actor FindPathToward(actor anActor, optional bool bWeightDetours);
native final function Actor FindPathToIntercept(Pawn P, Actor RouteGoal, optional bool bWeightDetours);
native final function Actor FindPathTowardNearest(class<NavigationPoint> GoalClass, optional bool bWeightDetours);
native(525) final function NavigationPoint FindRandomDest();
All sounds like usefull functions to me
Pellaeon said:
If I could use all of those for the basics, it should not be too bad, though I have no idea how combat works...
Combat=chaos
combat basicly means aiming and shooting, while trying to make the other person have a hard time aiming at you. But the runtime engine comes without weapons, so if you want combat you'll have to code some weapons yourself (or have some weapons coded for you)
Pellaeon said:
can a bot detect other bots or players? Can we use the existing AI to handle aiming, shooting and such?
Well the runtime engine doesn't have any real existing AI that runs around and shoots/aims. But you can easly detect players. Because a simple function is called for that, named: SeePlayer (sounds logical? well here is another event: HearNoise) but the default reaction code behind is empty. But the function will be called by the engine.
Pellaeon said:
No problem, always willing to help