Re: Video tutorials for C++ AI CE 5.4

#3
The Main AI System is separated from CryAction and GameSDK so it is certainly possible.
You may have to implement your own flavor of AI for your game though.
You can check out the Isometric Template for an example on Pathfinding available as a default C++ template from the CRYENGINE Launcher.
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Re: Video tutorials for C++ AI CE 5.4

#4
With 5.4 you may need to do a bit of coding really. Underlying systems for AI are there. Interfaces to use. But basically there'd be lot to write to get it to work as you want. In 5.5 previews you have various AI components exposed that utilize ai system. If you really want to stay with 5.4, i suggest to go to 5.5 and see source code for those components like observable/observer, navigation and behaviour trees, and rewrite those that you need for 5.4, there shouldn't be much of a work. Component system hasn't changed at all.
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Re: Video tutorials for C++ AI CE 5.4

#8
They are defined in this file:
"C:\Program Files (x86)\Crytek\CRYENGINE Launcher\Crytek\CRYENGINE_5.4\Templates\cpp\IsometricPathfinding\Assets\Scripts\AI\Navigation.xml"
Thanks a lot for your tip
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Is possible with ce 5.4 , can I implement cover entity c++ code, I writing a c++ ce 5.4 book for persian/kurdish/turkish languages, I publish my book coming soon , I am at last chapter c++ AI in my book, so I am glad support me
Cheers :-)
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Re: Video tutorials for C++ AI CE 5.4

#10
You can, though this can be come a very complex subject depending on how detailed and how you want to implement this feature.
You may want to take a peek into the GameSDK Cover system for ideas on how this was done originally.
Thank you , thank you for your answers always, is possible in ce 5.5 , ce team will add cover component system in c++? I know A* algorithm and Floyd algorithm related with pathfinding component and more things, now which algorithm(s) is related to cover points entities?
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