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Tech Blog [Month 2 - Week 2]

  • Ryan Vafiadis
  • Feb 13, 2017
  • 2 min read

Attempted to isolate issue with AI targeting. Came to the conclusion that the errors were caused by self-targeting when enemies were killed. Currently dealing with various null reference errors that occurred because of the changes.

  • Created checks to see if target is null. Created a check to set alert rating back to the maximum if it exceeds it. Appears that there may be errors in Patrol logic; will reassess.

  • Found that the visible object list is causing massive lag by never clearing the list just continued to add more items, which could have also resulted in faulty behavior by targeting the wrong units.

  • Discovered that my enqueue wasn't sorting duplicate states, fixed the problem.

  • Began work on a new class for random name generation for AI team members.

  • Decided to use XML to hold a library of names. Did research into using XML and how to use it with Unity libraries.

  • Decided against using XML, seeing as it was bit pointless without multiple categories. Still need to test the Random Name script but it should now work as intended. Next step will be to add a panel to the prefab to display the unit name.

  • Setup the panel with text and switched around execution order to accommodate the name generator; tested various times and confirmed that it works as intended.

  • Changed the way that AI initializes targeting and how it's handled in init, also used time to interpolate camera rotation. The fix to targeting should some lingering bugs.

  • Billboarded the name text above the AI to always face toward the player.

  • Tweaked configurations for nav mesh for new level, will experiment with terrain costs to get AI to move to the second floor.

  • Fixed AI behavior, appears to be errors in game manager. Fixed rotation issues in update. Fixed billboarding issues, locking X and Z.

 
 
 

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