Created: 7/5/2016 4:06:23 PM
Updated: 7/5/2016 8:40:31 PM

Game Programmer

Joined: 12/23/2016
Thread Replies: 5
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AI Class Modification

I did have a question about the expected stats values in this.  Namely, is the AI Class Modification pertaining to the mech character or mech health?  I would gather, however, that the mech's health is ultimately most important relative to the health of the character in the mech.  And for stats should I refer to GDD and the mech properties here?     


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Created: 7/5/2016 8:40:31 PM
Updated: 10/13/2018 3:04:51 AM

Game Programmer

Joined: 10/1/2018
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Correct. The new scripts can use any naming convention, as long as we can tell one is for enemies and one is for team mates. 

The constructors are stated in the agenda. Compress the scripts and attach them to the agenda when completed
Thanks,
Anthony Michelizzi
GameProgrammer  - Anthony Michelizzi

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Created: 7/5/2016 8:36:21 PM
Updated: 6/24/2017 10:00:07 AM

Game Programmer

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As per agenda it appears then we need two AI classes created then.  Naming convention of our choosing with inheritance applied I gather?


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Created: 7/5/2016 8:31:54 PM
Updated: 10/13/2018 3:04:51 AM

Game Programmer

Joined: 10/1/2018
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It is. All enemies and team mates use the same script. and they need to be new instances. 

When you call 'List list = new List();' the right hand is the constructor. So you need a new script that calls a constructor that will construct a new instance of the AI class needed, and that should instantiate enemies with their new scripts.

please refer to the objectives here
Thanks,
Anthony Michelizzi

GameProgrammer  - Anthony Michelizzi

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Created: 7/5/2016 7:59:12 PM
Updated: 6/24/2017 10:00:07 AM

Game Programmer

Joined: 12/23/2016
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This sounds like a duplicate instancing issue.  Is there like an iterated instancing call with new AI Class() in something like an AI Class [] or at least some Object Container < AI Class> where that iterated instance is stored separately?  Actually I think you may have answered that already. 

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Created: 7/5/2016 7:32:41 PM
Updated: 10/13/2018 3:04:51 AM

Game Programmer

Joined: 10/1/2018
Member Replies 197
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The ai class stats were working other than one thing, when the enemies are instantiated with the class they all use the same health and calls. So if one enemy dies, all of them call thier death function. If each mech will call a constructor to make a new copy of ai class then this will solve the problem.
Thanks,
Anthony Michelizzi
GameProgrammer  - Anthony Michelizzi

Awards: Has had another status other then active. Has received a notice email from the System Automation. Logged into Modified one piece of content more then 2 times. Modified one piece of content more then 5 times. Founding member

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