示例#1
0
        /// <summary>
        /// Keeps the combat bot around the engineer
        /// Change to keeping him around the HQ
        /// </summary>
        public Vector3 steerForFollowOwner(InfantryVehicle vehicle)
        {
            Vector3 wanderSteer  = vehicle.SteerForWander(0.5f);
            Vector3 pursuitSteer = vehicle.SteerForPursuit(_nextRet.Abstract, 0.2f);

            return((wanderSteer * 1.6f) + pursuitSteer);
        }
示例#2
0
        /// <summary>
        /// Keeps the combat bot around the engineer
        /// </summary>
        public Vector3 steerForFollowOwner(InfantryVehicle vehicle)
        {
            Vector3 wanderSteer  = vehicle.SteerForWander(1.3f);
            Vector3 pursuitSteer = vehicle.SteerForPursuit(_creator._baseVehicle.Abstract, 0.2f);

            return((wanderSteer * 0.75f) + pursuitSteer);
        }
示例#3
0
        /// <summary>
        /// Keeps the combat bot around the engineer
        /// </summary>
        public Vector3 steerForFollowOwner(InfantryVehicle vehicle)
        {
            if (_creator == null)
            {
                return(Vector3.Zero);
            }

            Vector3 wanderSteer  = vehicle.SteerForWander(0.5f);
            Vector3 pursuitSteer = vehicle.SteerForPursuit(_creator._baseVehicle.Abstract, 0.2f);

            return((wanderSteer * 1.6f) + pursuitSteer);
        }
示例#4
0
        /// <summary>
        /// Keeps the combat bot around the engineer
        /// </summary>
        public Vector3 steerForFollowOwner(InfantryVehicle vehicle)
        {
            if (_target == null)
            {
                return(Vector3.Zero);
            }

            Vector3 wanderSteer  = vehicle.SteerForWander(1.3f);
            Vector3 pursuitSteer = vehicle.SteerForPursuit(_target._baseVehicle.Abstract, 0.2f);

            return((wanderSteer * 0.75f) + pursuitSteer);
        }
示例#5
0
        /// <summary>
        /// Keeps the bot around a specific player
        /// </summary>
        public Vector3 strafeForCombat(InfantryVehicle vehicle)
        {
            if (_target == null)
            {
                return(Vector3.Zero);
            }

            Vector3 wanderSteer  = vehicle.SteerForWander(0.5f);
            Vector3 pursuitSteer = vehicle.SteerForPursuit(_leader._baseVehicle.Abstract, 0.2f);

            return((wanderSteer * 1.6f) + pursuitSteer);
        }