Oh, thank you. That really helps. To be honest, that would do it amazingly well for me. I need to factions fighting each other, so it's perfectly fine to have two hive minds hammering at each other using their puppets. Now here comes a possibly stupid question (since I haven't actually started out with the SDK yet, still writing down notes and planing things): The L4D code isn't available is it? None the less, thank you very much, that just gave me a new perspective on things.
Matt Hoffman escreveu: > This is, from what I understand, is each zombie doesn't think on it's own. > > In current Source, any npc_* creates it's own NPC, using it's own logic, > thinking on it's own. However, in L4D, all the zombies are just "effects' of > a puppet master, who uses the zombie models as fingers. He thinks for them, > recieves damage for each "finger", and generates responses. Therefor, not > each one things, but one central unit thinks, and gives individual > responses. > > Think a hive mind. :) > > On Sat, Dec 6, 2008 at 9:14 AM, Gustavo Ramos Lira <[EMAIL PROTECTED]>wrote: > > >> Hmm I see. Meaning all the AI would eat up the processor right? >> I can only think of 2 solutions: >> -Have less NPCs on the scene at each time, and keep spawning them >> (but that won't give the "epic" feel I'd like it to have); >> -Have scripted characters that don't really have to think, but that >> will probably make it look "fake"; >> I am intrigued though, because Left 4 Dead has a lot of NPCs on scene at >> a time, and that doesn't seem to have any effect on how the game behaves >> (that is, doesn't cause slow downs or anything). Any suggestions? >> >> Olly escreveu: >> >>> Its probably more of a problem because of the AI logic rather than >>> >> actually >> >>> rendering lots of entities. >>> >>> 2008/12/6 Gustavo Ramos Lira <[EMAIL PROTECTED]> >>> >>> >>> ______________________________________________ >>> To unsubscribe, edit your list preferences, or view the list archives, >>> >> please visit: >> >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders >>> >>> >>> >>> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> >> > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

