Making Bots follow a path
In this recipe we'll make Bots follow a patrol then, when they are shot, make them try and hide. This introduces some essential control for AI path following.
Getting ready
Open the map Packt_04_PathFollowing_Start.UDK. The lesson continues on from the previous one.
How to do it...
Open the Sub-Sequence Enemies. Here add a New Action | AI | Move to Actor. A Move to Actor action is for getting the Target object (which must be a pawn's Object Variable) to make its way to another game object, which is a path goal such as a PathNode, a JumpPad, a Trigger, or even the player. Add the Named Variable Bot as the Target of the Move to Actor.
In the scene, go to the Edit menu and choose Find Actors. From the list select Pathnode_0, Pathnode_7, Pathnode_1, and Pathnode_6. Press Go To.
In Kismet, right-click on the Destination nub of the Move to Actor, and choose New Object Vars Using Pathnode... to add all four selected actors at once.
For the Look At nub of the Move to Actor, assign...