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Space engineers enemy ai
Space engineers enemy ai













space engineers enemy ai space engineers enemy ai

Do you have any other thoughts or comments about how to create a modded version of basic ship AI? The developers could pick these ideas up and create AI relatively quickly though. These are hacks and should not be considered permanent solutions. Third thought: I could provide a simple AI (~1000-5000 lines of code) script that could be used as a starting point, but would need to be modified considerably for SE. It's possible that the sensor code could be used in conjunction with the RC block code to create a form of AI. From my experience with multiple sensors they tend to slow the game down quite a bit. Second thought: Using sensors on spawned cargo ships could simulate some form of AI. The AI ship would be spawned like a cargo ship (that currently just floats through space) and then it would activate the AI script when it comes within a certain distance of the player. The inputs would have to be simulated and must not directly relate to existing inputs, in other words the code would need to be tweaked so that it would not interfere with actual player inputs.

space engineers enemy ai space engineers enemy ai

It's basically a ghost player within the game that inputs systematic but somewhat random commands. But do not actually contain an astronaut.įirst thought: Use the code that exists for the remote control block, and create a script that manually inputs "keyboard" data the same way a player might. I'm going to share some ideas here so an experienced modder might have a good starting point for creating working AI. My problem is that I'm not familiar with modding space engineers, and I'm not sure if I have the time for it right now. Ok, I've coded AI for 6 DOF space games and I think there may be an easy solution that could leverage existing code.















Space engineers enemy ai