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Tech Blog [Month 2 - Week 1]

  • Ryan Vafiadis
  • Feb 5, 2017
  • 1 min read

Fixed co-procedure initiating bug related to the timing of function startup by using predicates when loading is complete.

  • Realized that flee was still working as intended, the scene didn't have the correct tags. Changed the tag-check for "cover" so that it uses the parent of the object, so that only one object in the hierarchy would need a tag. Tweaked timers and nav agent parameters for better performance.

  • Renamed behaviors and created a new one to make more complex movement behaviors.

  • Implemented checks in the code to account for errors in targeting when a unit is killed.

  • Changed the call to TakeDamage to instead send a message using a struct with the required variables.

  • Created a check for AI targeting to check the y of a target for future updates.

  • Modified game manager to teleport AI under the stage on death and changed AI targeting and behavior to account for these changes.

  • Started working on projected fire based on target movement direction and velocity. Found quite a few resources for possible implementation.

  • Ran into a lot of problems when trying to optimize the calculations in such a way that wouldn't cause lag. May consider a different in design in light of these difficulties.

 
 
 

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