The conditions for the game to be ended have been programmed. Two queen pawns are placed on the map (right now they have a very basic AI pattern that I created, they just wonder around without shooting anyone), their teams are setup, so you can't shoot your own queen. Once the opposing queen is eliminated, the games notifies you that you are the winner (or the loser) and then takes you to the main menu, which at the moment is the standard Front End map, since next week I'll be working on Scalefrom to create our custom ones. A video demonstration is attached.
Also for the food pile was easy to set a static mesh on the UDK editor with a trigger to spawn new bots when touched. I tried this method and it worked, but it didn't kept any record of the food remaining in the pile and wouldn't let players deposit the collected food into it. So an implementation in Unrealscript was needed. A custom class was created for the Food Pile and a new Action Sequence class was created. This was done in order to been able to call the GiveFood and DepositFood methods of the pawn class via Kismet, once the trigger is touched.
Right now I managed to deposit the food that the pawn is carrying to the FoodPile and is reflecting it in the command line, as the picture shows below. After this the series of considerations of how many food you need to spawn a need bot or regenerate health have to be implemented. Next week I'll be finishing this feature and also learning scaleform in order to create the menu maps.

No comments:
Post a Comment