agent

character controled by ai

value

as: |startPosition|

atributes

  • * shotSource [point|vector] gun position
  • * lookAtSource [point|vector] position of eyes
  • *1 startPosition [point|vector] start position
  • startAngle [Float] //degrees
  • live [Float:1f] life
  • lookDistance [Float:50f] //meter
  • shotDistance [Float:50f] //meter
  • lookAngleHorizontal [Float:57f] //degrees
  • lookAngleVertical [Float:57f] //degrees
  • frameWindow [Float:0.25f] animation speed //second
  • colisionRadius [Float:0.5f] //meter
  • targetHeight [Float:1.3f] //meter
  • targetRadius [Float:0.5f] //meter
  • acelerationSpeed [Float:1f] //m/s2
  • acelerationRotate [Float:10f] //rad/s2
  • rotateDelay [Float:5f] //second
  • maxSpeed [Float:2f] //m/s
  • active [Boolean] true

nodes

  • * bhoneSkin [1]
  • *1 point [1] as: |startPosition|
  • *1 vector [1] as: |startPosition|
  • * shot [1] as: |startPosition|
  • item [0..N] add external geometry
  • check [0..N] add point to visiting path

control

Examples

agent(shotSource: _point(x:-0.065f, y:1.322f, z:0.588f),
      lookAtSource: _point(x:-0.027f, y:1.66f, z:0.154f),
      startPosition:a.start){
    shot( appearance:shotMat,
          firePower:1f, cadence:500f,
          clip:"data/soldier/sounds/shot.wav" )
    bhoneSkin(appearance:soldierMat,
              bhoneFile:"data/soldier/soldier.bon",
              skinFile:"data/soldier/soldier.skn"){
        frame("data/soldier/keys/stand.ang", name:"STAND");
        // ...
    }
    item(bhone:"joint24",
         transform:_transform(x:-0.144f, y:0.001f, z:0.03f,
                              rotX:5f, rotY:-1f, rotZ:-1f)){
            link(p90);
         };
    check(x:-5.138f, y:4.003f, z:2.594f);
};