With using this node i decided to experiment using different nodes, this node can be proved useful for i have implemented rotating an object while an AI moves using a different flow graph, with this node i used different vectors to try and get the object to rotate in a logical way, this is a minor understanding of movement in human behaviour in relation to technology.
The FollowAIPath Node
With using this node ive discovered that it can be used just continuous constant way, this shown is an AI following a path, im thinking of considering of using a proximity trigger so when the AI walks over the path something will happen elsewhere, for example, and entity moves to a certain postion.
The Proximity Trigger Node
with this node it can be combined in many ways, but the main purpose to this node is when an AI moves into a certain position an object will be moved, or something else where will happen, this in simple words is a trigger.
I will be using this node within my video for when the AI is moving, as it reaches a certain position or distance individual entities will be moved to different positioning.
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Further Research - Final Nodes

Description: This node takes care of all the position related manipulations of the users entity. Most of the position information of the used entity can be read from the output ports. In comparison to the Entity:GetPos node the output ports of this node are enabled whenever one of the used entities properties changes. Its not possible to use the Entity:EntityPos node manually as a trigger.
With this node it is shown various inputs and outputs (described below) of mainly the vector and the entity, this is in relation to all the vector nodes and works well with most of them as described in my later videos.
In my understanding i have seen that with this node i am going to use, as certain AI's move in different direction the main entity (object) is moved or rotated into a different shape or position, as seen in the picture above the main inputs are POS, ROTATE and SCALE, within the three of these ive decided to use the rotate tool, so my object will change shape while the AI's move in there different directions.
Inputs
pos: This is where the position of the entity gets entered here in this region.
rotate: Entity will be set to the rotation entered here.
scale: Entity will be scaled to the scale entered here.
Outputs
pos: This is the position of the entity is output on this port.
rotate: Within this port is the rotation of the entity.
scale: Scale of the entity is output on this port.
fwdDir: Direction of the Y axis of the entity is output on this port, it can only be manipulated within this direction.
rightDir: Direction of the X axis of the entity is output on this port, this is the same as the above output can be manipulated in only the X direction.
upDir: Direction of the Z axis of the entity is output on this port, this is the same as the above 2 nodes, but only can be moved along the Z direction.

Entity:EntityId
Description: The Entity:EntityId node outputs the entity id of the target entity. The node does not need to be triggered since the entity id never changes.
In simple terms. with this node its short and simple, it just identify's the type of entity being used and also can be assigned to whatever object or player you wish to use.
Inputs
entityId: Used when changing the attached entity dynamically. Displays the name of the node.
Outputs
Id: The entity id is output on this port.

Proximity Trigger
With this trigger it can be accessed by selecting the proximity trigger and importing the trigger into the main screen, with the trigger imported it is easy to create and edit the different outputs and inputs to create a type of trigger, this trigger is also quite similar to the area trigger, but that will be explained in the later stages.
The trigger is an important asset to the relations to movement, for when the AI player is stepped into a certain area, some thing in the world within the environment is triggered, whether it be a light being turned on or something happening elsewhere, with this i have used the trigger as an obstacle where as my player reaches a certain point it is blocked by an object, the player must move into a certain position to make the object move so that it can be cleared a path. The main thing is it can be used to trigger something to happen while the player is recorded to be in a certain area.
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