02-04-2013, 06:10 PM
I've got a few questions I would like to have answered if somebody (aka YinYin or Silva) finds the time:
- Is it possible to store entity-based, static values? As in, f.e., counting the number of melee strikes beformed by a specific character. And will this work INDIVIDUALLY for multiple instances of the same character ID?
- Is there a more efficient way in determining what is in a specific area, other then iterating through the entire list of loaded objects and checking every single one?
-Has there been any reports of fps-loss due to complex AI? F.e. 20 AI-constrolled characters onfield, all iterating through all 400 loaded objects every tick.
-Did anyone extract/recreate/copy the basic 'id();' LF2 uses for all vanilla chars? If not, did somebody write an own complete id() which could be refitted by me for my own characters? Or at the very least does somebody have a datasheet/list of all features performed by an basic id()-AI (aka fighting, approaching, running, picking objects etc)?
(AI - unrelated
-Is there a state that permits a character to change his facing based upon pressing left / right WITHOUT influencing the characters frame-behavior (which pretty much cancels out states 0 and 1, I guess)?)
- Is it possible to store entity-based, static values? As in, f.e., counting the number of melee strikes beformed by a specific character. And will this work INDIVIDUALLY for multiple instances of the same character ID?
- Is there a more efficient way in determining what is in a specific area, other then iterating through the entire list of loaded objects and checking every single one?
-Has there been any reports of fps-loss due to complex AI? F.e. 20 AI-constrolled characters onfield, all iterating through all 400 loaded objects every tick.
-Did anyone extract/recreate/copy the basic 'id();' LF2 uses for all vanilla chars? If not, did somebody write an own complete id() which could be refitted by me for my own characters? Or at the very least does somebody have a datasheet/list of all features performed by an basic id()-AI (aka fighting, approaching, running, picking objects etc)?
(AI - unrelated
-Is there a state that permits a character to change his facing based upon pressing left / right WITHOUT influencing the characters frame-behavior (which pretty much cancels out states 0 and 1, I guess)?)
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