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Author Topic: Is iPcNpcMove struct ready to be used in applications or not?  (Read 4112 times)
FCP
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« on: March 19, 2006, 10:16:44 pm »

I looked at the struct in the CEL api but i found it lacking - does it mean its still in developement?
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jorrit
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« Reply #1 on: March 20, 2006, 03:21:40 pm »

I looked at the struct in the CEL api but i found it lacking - does it mean its still in developement?

It is not ready for usage yet.

Greetings,
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Shimon
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« Reply #2 on: October 16, 2008, 07:55:40 am »

I looked at the struct in the CEL api but i found it lacking - does it mean its still in developement?

It is not ready for usage yet.

Greetings,

OK, that was more than two years ago wink
Is it ready now?

The thing is I'm finishing a game using CEL, it has one NPC and I don't know how to let him move and act by itself. If NpcMove is not implemented, could I get some pointers how to make the npc act and move?

Thank you very much!
« Last Edit: October 16, 2008, 08:18:43 am by Shimon » Logged
Vincent
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« Reply #3 on: November 03, 2008, 11:32:00 pm »

You should have a look at "pcsteer" property class (and demo app "steering"),
which provide a base for "steering behaviours", and was implemented as part
of a GSoC 2007 project for CEL.
The blog about this project: http://www.crystalspace3d.org/blog/futuredib
(the blog is mostly inactive now, but gives insight about pcsteer stuff and development).
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