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Re: Pagyra's suggestions
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Pagyra
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Default Re: Pagyra's suggestions - 05-07-2010

It should be remembered that the bot is armed adversaries, and at the beginning of the next round of weapons purchased in view of the enemy, and he acted within round with tactics against such weapons.</SPAN>
  
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Re: Pagyra's suggestions
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  (#22)
Pagyra
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Status: Offline
Posts: 19
Join Date: Apr 2010
Default Re: Pagyra's suggestions - 06-07-2010

Similarly, you can try to make autowaypointing (partially) - arranging types of waypoints according to the names of textures, lighting, materialam.Tak when you open the door, walk in the dark and loud material (metal or water), with the introduction of ventilation, broken windows, rises / down stairs - the bot should pay attention to these sounds (send in sight if not in a state of battle), and if he performs the same actions that must, in such cases, try to move a step, but not run.

It seems necessary to arrange types of waypoints and to the individual subjects (box /...) - given that they can use as a shelter - you want to put a number campwaypoints - "close" means in the adjacent waypoints directly with objects, but the bot is using them as a camp must no direct sight of the object.

If the bot is in combat and the enemy had disappeared from sight behind the object (box /...) or the angle of the building armed with a bot (deagle, machine guns or rifles) can continue burst and shoot through the obstacle. Also required to do with the decorative sprites and models depending on the thickness of the obstacles.

Along all the walls need to arrange it campwaypoints.
To prioritize traffic by type of waypoints according to the weapons - snipers armed with a shield and critically wounded bots try to move it to campwaypoints.
Bots armed any other weapons in the normal state, try to move through normal waypoints.

I understand that in the above-out will be a lot of translation errors. So write sentences that are incomprehensible - what I need to rephrase.
  
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