While trying to fix the trigger problem mentioned in the previous blog enty (causing the server to crash because it would reference actors removed from the system), I identified several other issues. Most of them were easily fixed, but one in particular was especially hard to get nailed. It had to do with the way that boost::python converts shard_ptr
I've also managed to get consistent naming for the scripting and c++ calls, and documented the global functions for scripts.
Projections on the floor works now, but unfortunately they drift a little. Need to figure that out.
Yesterday I drew a very simple animated man in blender. He has the animations: run, stand, beginrun. Now you can control him instead of the tank as requested by Simon. I still need some tweaking before it looks okey though, but it is a step in the right direction.
Simon has been working on creating a set of states for the finite state machine. Especially for the tortoise model. This means that it will patrol a little and attack any players within a given radius. Pretty nice I think. We've discussed how to make it easier to model the behaviour without scripting a lot of states. For now the way to go is to add paramters to the actors that the state can query. From these parameters the state machine can figure out how to behave e.g. aggression = 200 -> go attack.
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