The Zombie Brain
The zombie brain is simple, yet precise, we want the zombie to use little, if none of the existing Ai for UT3
Ok, so the zombies do everything based on a priority, I dont know any code, but ill try my best to explain:
Zombies think this:
scan Vision for any "Humans" within Vision
Boolean
scan world for any "Alert\" within World
Boolean
scan world for any "noise" within hearing range
Boolean
Scan world for "food" within smelling range
Boolean
Scan world for "Walk" within the world
Boolean
else, return found "none"
Loop
if the zombie scan returns any of these as true, they will be added to what the zombie knows about
Priority
The zombies always scan for these things, and if they find one of what they are looking for it will appear as true and the zombies will go to the one with the highest priority:
Humans - 5
Alert Pawns - 4
Noise - 3
Food - 2
Walk - 1
None - 0
The result
Priority is set for the zombie at 0 on spawn
If "Human" returns true, and Priority is < or = 5, set priority to 5, Zombie Attacks closest "Human" Pawn
If "Alert\" returns true, "Human" Returns False, Zombies speed x1.5
If "Alert\" returns true, and Priority is < or = 4, set priority to 4, Zombie goes to closest "Alert\" Pawn
If "Noise" returns true, and Priority is < or = 3, set priority to 3, Zombie goes to closest "Noise" token
If "Food" returns true, and Priority is < or = 2, set priority to 2, Zombie goes to closest "Food" token
If "Walk" returns true, and Priority is < or = 1, set priority to 1, Zombie goes to closest "Walk" token
If "None" returns true, and Priority is < or = 0, set priority to 0, Zombie idles
In Practice
so this is an example:
the zombies knows of 1 human
10 alert zombies
noise coming from the humans gun
food from the dead zombies
and alot of walk tokens around the map
the zombie will attack the closest human player
another example is:
the zombie is currently on his objective of going to the closest walk token
a human fires a shot that the zombie hears, and the zombie stops going to the closest token
the shot kills another zombie, creating a food token. the first one recognizes it, but the noise takes priority over it
the shot noise dies away and the human was never seen, the zombie then goes to the food token that is still there
the food token is eaten or disappears and the zombie goes to the closest walk token, which just happens to be different from the last one
hmm interesting but when u mean food u mean "us" or the zombies that we kill that lay on the floor?
u should change the range for each thing (like more hearing range than smelling) especially if some zombies dont have nose's xd
very good ideas, however the players will inadvertantly create smells by opening objects such as fridges and such and this will alert zombies into the houses, also, the zombies kinda eat eachother, so when one dies it counts as food, but zombies will take a break from eating to see where that gunshot sound came from, as well as if a player runs into a garbage can or knocks over something that will make a sound and just might give away the location of the player.
for a mor detailed veiw about the game, please read all the features as they cover food, noise and tokens