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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>  | |||
    }}  |     }}  | ||
}}  | }}  | ||