The process of creating custom AI is relatively straightforward, especially if you're comfortable with the actor system introduced in the previous chapter.
There are two parts of each actor; its
IActor implementation and the AI entity definition.
AI actors typically use the same
IActor implementation as the player, or at least a shared derivation.
Registering an AI actor in C# is very similar to how we did it in Chapter 5, Creating Custom Actors. Essentially, all we have to do is derive from
CryEngine.AIActor instead of
AIActor class derives directly from
Actor, and therefore does not sacrifice any of its callbacks and members. However, it has to be explicitly implemented ...