This is simply meant to control your player, not the AI in campaign. You'll have to solve your AI problems on your own since this is totally different.
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This is simply meant to control your player, not the AI in campaign. You'll have to solve your AI problems on your own since this is totally different.
Ohh Ok.
finished revamping links
http://img691.imageshack.us/img691/2577/capturenr.png
this should be much clearer with big arrows
Can you lay down path nodes or anything?
This controls the player correct? In theory, would it be possible to make fake players then control them?
Don't tell me no one else was thinking this.
I suggested to him the using of importing cutscene flags from lone scenario files, as pathnodes.
Yes, but I would think you could fake the movement keys via memory hacking.
I don't know why you would want to move other bipeds around.. it's not like they would sync at all. If it's SP then whats the point? All the path-finding is laid out for them already in SP.
Assuming you could make fake clients, it might sync.