Kylotan, I''m not sure what you mean exactly. The AI(I need to no more about the NPC definition) that I made was controled by states, as is my player, but I control my player states through KB commands. My enemies are controled by things that happen on the screen. My origional idea was to make the way he reacts to things on the screen change when he''s at a certain level of health, ie full health=timid, 75% health=timid, 50% health=cautious, 25% health=kamakazi
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Imagine this to be an Asteroids game with free floating characters.
Details of the AI went like this. If the space ship was greater than the small sphere(real close to player), and less than the attcking sphere, the AI would fire his weapons at me for 1.5 seconds, then back up for a fraction of a second, spin exactly 180 degrees from the enemy, then re-attack once it came back within the attack sphere. If the enemy came within the players small sphere, it would stop shooting and fly in revers to avoid hitting me.
I also made it possible for enemy characters to lock on and kill other enemy characters if one of their bullets should hit them :D.
Is what I described an AI?
Did you think I was calling "a character" an AI instead of saying "AI"? Funny, that''s probably what you meant when you spoke of it being a noun. Anyway, I had to clear this up so I know what to say in the future.