- Timestamp:
- Jul 19, 2011, 10:27:15 PM (13 years ago)
- Location:
- code/branches/ai2/src/orxonox
- Files:
-
- 2 edited
Legend:
- Unmodified
- Added
- Removed
-
code/branches/ai2/src/orxonox/controllers/AIController.cc
r8758 r8766 226 226 this->aimAtTarget(); 227 227 random = rnd(maxrand); 228 if(this->botlevel_*100 > random )228 if(this->botlevel_*100 > random && !this->isCloseAtTarget(20)) 229 229 this->follow(); //If a bot is shooting a player, it shouldn't let him go away easily. 230 230 } … … 262 262 this->aimAtTarget(); 263 263 random = rnd(maxrand); 264 if(this->botlevel_*100 > random) 264 265 if(this->botlevel_*100 > random && !this->isCloseAtTarget(20)) 265 266 this->follow();//If a bot is shooting a player, it shouldn't let him go away easily. 266 267 } -
code/branches/ai2/src/orxonox/weaponsystem/WeaponSlot.h
r5781 r8766 35 35 namespace orxonox 36 36 { 37 /** 38 @brief 39 The a WeaponSlot defines where a @ref orxonox::Weapon "Weapon" is placed on a pawn. (A WeaponSlot is a StaticEntity) 40 In a WeaponSlot there can be only one "Weapon", but a Weapon can have several @ref orxonox::WeaponMode "WeaponModes". 41 A WeaponMode is what one intuitively imagines as weapon. (E.g. RocketFire, LightningGun, LaserFire are weaponmodes) 42 43 A WeaponSlot is created in XML (in a weaponsettings file), which can be done in the following fashion: 44 @code 45 <weaponslots> 46 <WeaponSlot position="-15.0,-1.5,0" /> 47 <WeaponSlot position=" 15.0,-1.5,0" /> 48 <WeaponSlot position=" 0, 0,0" /> 49 </weaponslots> 50 51 @author 52 Martin Polak 53 54 @ingroup Weaponsystem 55 */ 37 56 class _OrxonoxExport WeaponSlot : public StaticEntity 38 57 {
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