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Work Experience Journal - Day 14

  • Jan 25, 2019
  • 2 min read

Today my goal is to get the AI to not claim a locator if the player is near it. I can think of 3 ways to accomplish this:

1. add all the vectors to get and compare it to the character’s location. 2. add a sphere collision around the locator. 3. add a sphere collision around the player.

I don't really what to use the the third way as I'm not working in the main project and the first person character already has multiple blueprints running off and in it. Alternatively, it is because I would be quite complected doing it that way as there would be a size chunk of blueprints in two separate blueprints and a decent amount of data would have to be sent between the two blueprints which would make understanding it a lot more challenging.

First I tried way one and I got it working but it would still have a chance to choose a locator that the player was standing in. Fortunately, I know that AI properly claims and un-claims locators because of a glitch that occurred where the AI never unclaimed any locators causing it to be stuck in an infinite loop after it travel to every locator.

Way One's Blueprints

Secondly I tried way two and I managed to go it working but it still had the same problem as way one but I think it was a tad easier to understand when compared to way one.

Locator Blueprints

By just poking and prodding the blueprints and experimenting with the blueprint, i'm expanding my knowledge of blueprints greatly. Problem-solving is such an important skill when game making that even if you solve a small error that takes you hours to solve it will help you immensely in the future.

Time Sheet

Weekly - 25 hours 26 minutes and 0 seconds

Total - 71 hours 0 minutes and 57 seconds

Harvard Referencing

Sarter, R (2019) All images; 25 January 2019


 
 
 

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