Now i think about it, i have an extension for an action that does that exact thing. I don't have it at hand right now, but i can share it later.
Here, simply create a js file with this:
/*
<action jsname="action_send_txt_file_to_var" description="Read a txt file and send it to a variable">
<property name="Filename" type="string" default="Filename.txt" description="Enter the Filemname to be entered"/>
<property name="Variable_Name" type="string" default="" description="Enter the name of variable to be loaded"/>
</action>
*/
action_send_txt_file_to_var = function () {
};
action_send_txt_file_to_var.prototype.execute = function (currentNode)
{
ccbSetCopperCubeVariable(this.Variable_Name,ccbReadFileContent(this.Filename));
};
You can either use this script or what i said ' ccbSetCopperCubeVariable("nodes",ccbReadFileContent("Lvl1.txt"));' inside the action 'execute a javascript'
Don't be afraid to ask me anything else. :-) lucks.
You are welcome pal. :-)
To be clear. You don't put the nodes as is in the variables, you put the names of the nodes either by doing a 'ccbSetCopperCubeVariable(varname, value)' or by using the action 'Set or change a variable'.
So if you wanna move a character to a node named "chair", you either do a ccbSetCopperCubeVariable("end_node", "chair") or a 'Set or change a variable' -> VariableName = 'end_node' , operation = 'Set (=)' , ValueType = 'Value' , Value = 'chair'
Thanks, though I can't take the credit. I made it with ChatGPT.
:-/
And honestly, why don't I create an enemy action or behavior from there? Well, for one thing, it didn't occur to me, haha. For another, there are many types of enemies that work differently: soldiers who take cover, zombies, blind monsters that react to sound, paranormal entities, a math teacher, etc.
Need help making a specific enemy? I can’t promise anything, and I’m busy with an asset pack, but I can try to give you a hand.
:-)
The problem is that there are many types of enemy soldier AI, and depending on the game’s structure and setting, they’ll function in one way or another. A soldier from *DOOM* (1993) or the first *Medal of Honor* isn’t the same as a soldier from *Call of Duty* or *Arma 3*. Even within the same game, you can have soldiers that behave differently. For example: in the first *Half-Life*, you have the marines and the Black Ops.
As I said, I’m not promising anything, but if you’re working on a game, I can try to help you create a soldier-type enemy. I’ll need at least an idea of how you expect them to function. Think of them more like a state machine or something like that, where depending on certain conditions being met, internal functions are activated or not. In other words, something like, “If I don’t see the enemy, then I patrol,” and things like that. Do you have something designed or more or less in mind?