BiotecVirus wrote:It fine i understand that. Im just making sure u know whats happening before you put lots of time and effort into it.
I'm slowing down on working on Revolution, because eventually, I'll hit a stopping point, whether I like it or not, so likely, Revolution 0.85 will be the last until your Python code takes over.
I'm having a hard time to find a good NPC base for Python to create the Assassin NPC off of. They work poorly off the Combine AI, and they rarely Melee, which is a bad thing, since their horrible shots in combat.
It's strange, if I tell them to function under Metro-Cop AI, they INSTANTLY revert to a Metro-Police Model. Strange, despite SMOD having several Metro-Cop Models and I don't think it needed coding.
The Assassin AI will be the hardest, since their the most advanced and need constant tending to. Right now, though, Assassins kick some ass still, they are great in groups of 3-4 when put in a Squad in a Map with a lot of indoor cover, small space, and a low roof.
Basically, Assassins work best in buildings where they can think about their surroundings with the Squad AI, and determine where to go. There's a great AI in Obsidian Conflict, which uses the same Model, and is practically the same to the original HL1 Version. Also, there's one coded in LUA in GMOD, but like I said, LUA is a pain to transfer over to Python, and I rather re-write the code from scratch, then transfer it over.