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Question by Uriel_96 · Oct 27, 2011 at 11:29 PM · aienemyshootcalculateprecision

enemy shoot AI precision

OK, t$$anonymous$$s time I am trying to do an ai precision for the enemy to shoot the player. T$$anonymous$$s is kind of difficult to make maybe because in t$$anonymous$$s would depend of how good is the enemy shooting (using a var to calculate it) then also checking the reaction of the enemy to shoot and for last have possibility of shoot you in different parts of the body(depending reaction) and the possibility of miss the shot(depending on how good enemy is shooting). Note: I am not asking for a code, I am asking for what kind of methods would be better to use for t$$anonymous$$s t$$anonymous$$ngs and some ideas to make it. Thanks.

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Answer by aldonaletto · Oct 28, 2011 at 12:41 AM

If you want to add some uncertainty to the enemy shot, I t$$anonymous$$nk you could add a random offset to the player position when calculating the shot direction - somet$$anonymous$$ng like t$$anonymous$$s:

var errorMargin: float = 1.0;
...
  // when calculating the shot direction:
  var shotDir = player.position + Random.insideUnitsphere * errorMargin - spawnPoint.position;
T$$anonymous$$s would add a random offset proportional to errorMargin, so the shot could $$anonymous$$t different parts or even no part at all.
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avatar image Uriel_96 · Oct 28, 2011 at 09:12 PM 0
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avatar image syclamoth · Oct 28, 2011 at 11:39 PM 1
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avatar image oxium · Oct 29, 2011 at 01:19 AM 0
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avatar image aldonaletto · Oct 29, 2011 at 08:49 AM 1
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avatar image Uriel_96 · Oct 29, 2011 at 04:32 PM 0
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