/// <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); }
/// <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); }
/// <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); }
/// <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); }
/// <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); }