In this example, we'll continue using the same scenario that we created before, where our AI guard is protecting a building that contains an atomic that the player needs to deactivate. The only entrance to the building is protected by our AI character.
Let's imagine that we are the guard and we have orders to stay there for 16 hours straight we would probably need to eat, drink, and move a little bit to be able to stay active and alert the whole time. We will therefore add that to our character, making it more unpredictable for the player. If the AI decides to eat or drink, he will be inside the building, and if he decides to walk a little bit he will be patrolling from the triggerL to triggerR position. Most of ...