QUOTE(devilesk @ Jan 20 2005, 01:55 AM)
Then it is impossible, so things are impossible.
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This is turning philosiphical. Anyways, I'll send it out soon. In the mean time, I'll explain a few things.
Basically, there will be a marine, by using death counters we will gauge the degree of an emotion. Our base emotion is, of course, Happiness and Sadness. We will use represent these emotions with symbols to easily identify them as the base emotions using + and - respectively. The other emotions, nervousness, agitation, boredom, fear, and anger will all differentiate the amount of Happiness (+) or Sadness (-) the AI is experiencing, including causing the other factoral emotions to react. Here is an example:
If you get too close to the marine, it will start to get nervous: causing boredom to go down, - to elevate, and the gauge for rising nervousness will go up. When the nervousness gauge hits a certain level, it will also eventually cause the fear emotion gauge to elevate. Fear, nervousness, and sadness will compel the marine to do a certain action, in this case, what would you if someone was getting too close to you for a long time? you move. When the marine moves away enough, the boredom gauge is set to 0, because it is doing something; nervousness, fear, and sadness, also begin to go down because things are evening out.
Complex, yes, but actually only about 8 triggers.