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|author=<nowiki>Hooray</nowiki> | |author=<nowiki>Hooray</nowiki> | ||
|date=<nowiki>Fri Feb 08</nowiki> | |date=<nowiki>Fri Feb 08</nowiki> | ||
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{{FGCquote | |||
|Basically you can steer/animate an AI object in 2 different ways:<br/> | |||
1.)Use the existing scenario/AI and update heading, position via a nasal script<br/> | |||
advantages: less coding, good integration<br/> | |||
drawbacks: has to be loaded at startup, therefore omipresent<br/> | |||
<br/> | |||
2.)The nasal/model placement like in tanker.nas<br/> | |||
drawbacks: requires more coding<br/> | |||
advantages: (un-)loadable at runtime, very flexible<br/> | |||
<br/> | |||
So it would be possibly the best way to generate an ai_plane.nas file similar to tanker.nas, that could be used for a wide range of applications. This script can then be steered via your own nasal AI script that is written for a specific purpose.<br/> | |||
<br/> | |||
The second method is already in use for some model animations/movements and works well, so you could concentrate on the "real" AI part. | |||
|{{cite web |url=http://forum.flightgear.org/viewtopic.php?p=71357&sid=87a1bbb8eef0a7421201c0257659a68a#p71357 | |||
|title=<nowiki>Re: AI development (bots) / AI engine</nowiki> | |||
|author=<nowiki>glazmax</nowiki> | |||
|date=<nowiki>Thu Mar 25</nowiki> | |||
}} | }} | ||
}} | }} |