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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

Table of Contents (16) Chapters

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

Creating a body


So far, we've hardcoded a lot of functionality directly inside our sandbox or agent Lua scripts. Now, we'll be using the same logic, but instead of duplicating it in multiple places, we'll be using helper functions provided by src/demo_framework/script/Soldier.lua. The functions within the soldier Lua script are specialized and tuned to provide the correct steering weights and animation representation in order to create a soldier going forward. The animation state machines found within the soldier script are a more flushed-out representation of the same state machines that we created previously.

Creating a soldier

Now, we'll take a brief look at what functionalities the soldier script provides and how we'll go about using them.

The Soldier.SoldierStates and Soldier.WeaponStates tables provide a list of all the available animation states for both the soldier and the soldier's weapon animation state machines.

The Soldier_AttachWeapon function will attach the soldier's weapon mesh...

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