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CryENGINE Game Programming with C++, C#, and Lua

You're reading from   CryENGINE Game Programming with C++, C#, and Lua For developers wanting to create 3D games, CryENGINE offers the intuitive route to success and this book is the complete guide to using it. Learn to use sophisticated tools and build super-real, super-addictive games.

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Product type Paperback
Published in Nov 2013
Publisher Packt
ISBN-13 9781849695909
Length 276 pages
Edition 1st Edition
Languages
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Toc

Table of Contents (14) Chapters Close

Preface 1. Introduction and Setup 2. Visual Scripting with Flowgraph FREE CHAPTER 3. Creating and Utilizing Custom Entities 4. Game Rules 5. Creating Custom Actors 6. Artificial Intelligence 7. The User Interface 8. Multiplayer and Networking 9. Physics Programming 10. Rendering Programming 11. Effects and Sound 12. Debugging and Profiling Index

Creating custom AI


The process of creating custom AI is relatively straightforward, especially if you're comfortable with the actor system introduced in the previous chapter.

There are two parts of each actor; its IActor implementation and the AI entity definition.

Registering an AI actor implementation

AI actors typically use the same IActor implementation as the player, or at least a shared derivation.

In C#

Registering an AI actor in C# is very similar to how we did it in Chapter 5, Creating Custom Actors. Essentially, all we have to do is derive from CryEngine.AIActor instead of CryEngine.Actor.

The AIActor class derives directly from Actor, and therefore does not sacrifice any of its callbacks and members. However, it has to be explicitly implemented in order to make CryENGINE treat this actor as if it is controlled by AI.

public class MyCSharpAIActor
: CryEngine.AIActor
{
}

You should now be able to place your entity from the AI category in the Entity browser, within Sandbox:

In C++

As with...

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