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Learning Game AI Programming with Lua

You're reading from  Learning Game AI Programming with Lua

Product type Book
Published in Nov 2014
Publisher Packt
ISBN-13 9781783281336
Pages 352 pages
Edition 1st Edition
Languages
Author (1):
David Young David Young
Profile icon David Young
Toc

Table of Contents (16) Chapters close

Learning Game AI Programming with Lua
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. Getting Started with AI Sandbox 2. Creating and Moving Agents 3. Character Animations 4. Mind Body Control 5. Navigation 6. Decision Making 7. Knowledge Representation 8. Perception 9. Tactics Index

Getting our soldier to shoot


Before we use the Soldier_Shoot helper function provided by the sandbox, we should implement our soldier shooting by hand. Overall, the process of shooting a bullet requires a look up of the bone position and rotation for the soldier, creating a physics representation for the bullet, attaching a particle system to the bullet, launching the profile, and then handling the impact of a bullet with any other physics simulated object.

The bone position

Getting a bone position requires passing a sandbox object or mesh to the Animation.GetBonePosition function. GetBonePosition also works for any attached object that contains bones as well. This allows you to retrieve the bone position of a bone within the weapon while it is attached to the soldier, for example:

local position =
    Animation.GetBonePosition(sandboxObject, boneName);

The bone rotation

Bone rotation is exactly the same as getting the bone's position, except that it returns a vector that represents the rotation...

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