[Question]making cover system. How?

So im in the process of making a simple AI through C++, my next concern was to make cover nodes or something in that general idea so that the AI can either fall back to take cover or advance on the player, but i have no idea how. Any suggestions? Any help is greatly appreciated

Thanks in advance.

What i would do:
create a “cover” actor, of course, this depends of wich kind of cover you want, im expecting mass effect like cover here.
This actor would be a 100% invisible actor wich in reality is a bounding box a bit bigger than the meshes in the level.
Then, when the character is close, plays an animation wich places him at the edge of that box. and then you can go left or right, checking if the other box sides are close to know where to end.
This wouldnt be extremelly hard to code and can work fine, of course, it needs a lot of level designer work to place all those “cover boxes” over the level, but its very easy controlled.

I think this is similar to how they did it in Gears of war, if my memory of the editor is accurate. You would probably want some extra bounding boxes for being near the edge of the wall or whatever you are hiding behind, allowing you to shoot around the object.
Creating a blueprint of all the cover pieces would also help alleviate some of the level-designer woes.

oh that is a very nice way to go about it, thanks, will look into it. Now comes the part to properly code it in for the AI, :confused:

This is actually the kind of question to post on the public forum:

http://forums.epicgames.com/forums/440

There are many people there who can give you their very useful opinions.

Rama

Oh is see, then i will continue this issue there, thanks

All the cover systems on the forums are terrible, (even though I’m no code man) they look amateurish and frankly don’t work properly.
If you have access to a decent coder, get him/her to investigate :slight_smile:

do you have gears of war original on pc ? cause you can always go into the editor and how they did there code in unreal 2 or 3 i think it was and do your own based on there nodes