Hehe, damn it's been a while since I posted here - thought I'd add a little update to my progress.
*AI
The AI is pretty lethal now, if the enemies loose sight of you, they come looking, and if they get stuck they can quickly find there way around. When I start the level I usually just spawn all the enemies and start them on their way, so by the time it's time to play everyones already on the map running around. I need to work on this now though, because by the time you start, they've already found you and you start with every enemy shooting you in the face - not nice
. I'm pretty much at the final stages of the AI code, they hear you if you run or shoot too close to them, if an enemy spots you then surrounding enemies are warned, and they have no problem finding you when you try to camp. It's great to run away and hide, then wait on them comming looking - but it plays a little differently than the usual camp-trap because there's no reason why the enemy won't simply work his way around behind you, so it's never a relaxed effort.
I've set it to the actual game spawning, and it seems fine - plenty enemies to kill and there's a pretty constant flow.
*Weapons
The weapons are more or less done - I want to add a sniper rifle, and maybe a melee weapon, but the Uzi, Shotty, RPG, Frags, and Landmines are done - Landmines are great fun, you just plant it and wait for an enemy to step on it then watch their legs get ripped off. I'm adding brass tonight, which will bolt right onto my entity system, like all I need do is get my shotty cartride and make an uzi shell and a rifle shell, then I can eject brass with a simple function call and they'll bounce off obstacles as well instead of just disapearing. I need to sort out new weapon sounds, but that's no biggie.
*Plans
I'm probably gonna change my helicopter death again, I'm thinking that those helicopter husks are better gone - they are not exactly performance friendly and I think spending more time on the explosion would lead to a better effect. They'll still shed their doors and stuff, but with a more violent explosion. The other explosions need work anyway, so once I've done that I'll make a new video to show off the improved AI. I still haven't started on the hummer handling, but I think that'll be tackled soon - I reckon I'll probably start with the OIE jeep handling and build from there, I love the jeeps in Battlefield, so hopefully it'll be along the same lines. I started on the first night mission, I plan to have a last level in each zone where the objective is just to survive and clear the ground long enough to get picked up by a huey. The first night level will be on top of a hill, so there'll be enemies comming from all angles, should be pretty tense.
Van-B
It's c**p being the only coder in the village.