Quote:
Originally posted by TotalMonkey
I'm working on a space game that uses a facsimile of "true physics" for ships (there's inertia and an exagerrated level of friction). I still haven't worked out my NPC AI yet. Anyhow, my question is this: I think I can figure out the tracking/following bits, but how do you "dumb-down" the AI using the above methods? For instance, with the AI like it is, magnetos' game enemies will never miss a shot! Is there anyway to vary the "level of skill" for NPCs using the examples shown by TomSampson and MadSci?
Thanks,
TotalMonkey!
To dumb down the ai,you can give it timeouts (reloading times in which they don´t shoot),make them move slower (in my example,you only have to change the speed variable)and aim worse (add /** to the turret angle code(**being a number,the bigger,the worse the enemy will aim)so that it turns slower than the player moves his character.