Difference between revisions of "AI Tab"
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==Introduction== | ==Introduction== | ||
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!rowspan="8" style="width:250px;vertical-align:top;" |[[File:AItab.png|link=]] | !rowspan="8" style="width:250px;vertical-align:top;" |[[File:AItab.png|link=]] | ||
− | |style="vertical-align:top | + | |style="vertical-align:top;"|AI options are available for [[Add an NPC | NPCs]] and [[Add an NPC Generator | NPC Generators]]. |
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− | |style="vertical-align:top | + | |style="vertical-align:top;"|The AI options can be combined to provide more complex behaviours. |
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− | |style="vertical-align:top | + | |style="vertical-align:top;"|Each AI type can have a weighting which controls the amount of influence each AI type has on the behaviour of the NPC. |
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− | |style="vertical-align:top | + | |style="vertical-align:top;"|To edit or add AI behaviours go to the AI tab for the entity - this is accessed by selecting an entity in the [[ Level Editor | Level Editor ]] |
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− | |style="vertical-align:top | + | |style="vertical-align:top;"|Click the Delete icon [[File:Deletebtn.png|link=]] to remove an AI type, the type name to change an AI type or the ''Add AI Type'' button to add a new AI type. |
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− | |style="vertical-align:top | + | |style="vertical-align:top;"|You can also add new [[AI Events#AI States|AI States]] by clicking the ''Add AI State'' button. The NPC's AI State is changed when it receives an [[AI Events#AI Events|AI Event]] |
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Latest revision as of 15:51, 24 May 2020
Introduction
AI options are available for NPCs and NPC Generators. | |
The AI options can be combined to provide more complex behaviours. | |
Each AI type can have a weighting which controls the amount of influence each AI type has on the behaviour of the NPC. | |
To edit or add AI behaviours go to the AI tab for the entity - this is accessed by selecting an entity in the Level Editor | |
Click the Delete icon to remove an AI type, the type name to change an AI type or the Add AI Type button to add a new AI type. | |
You can also add new AI States by clicking the Add AI State button. The NPC's AI State is changed when it receives an AI Event | |
None
No AI. The NPC will not move or fire.
Fire
The NPC will fire from the selected weapon.
Parameters:
Fire Button | Sets a virtual button to fire the weapon. |
Frequency Min and Max | The minimum and maximum amount of time between shots. In game the time will be a random value between the two values. |
Min and Max Angle | The minimum and maximum angle the enemy should be from the NPC before it fires. |
Proximity | How close the enemy must be before the NPC fires. |
Avoid Team | Check to prevent firing at entities in the same team as the NPC. |
Move -X
The NPC will move in the -X direction.
There are no parameters for this AI type.
Move -Y
The NPC will move in the -Y direction.
There are no parameters for this AI type.
Move -Z
The NPC will move in the -Z direction.
There are no parameters for this AI type.
Move +X
The NPC will move in the +X direction.
There are no parameters for this AI type.
Move +Y
The NPC will move in the +Y direction.
There are no parameters for this AI type.
Move +Z
The NPC will move in the +Z direction.
There are no parameters for this AI type.
Move Direction
The NPC will move in the set direction.
Parameters:
Direction | NPC move direction (X, Y and Z component). |
Move Forwards
The NPC will move forwards.
There are no parameters for this AI type.
Move Backwards
The NPC will move backwards.
There are no parameters for this AI type.
Move Left
The NPC will move to its left.
There are no parameters for this AI type.
Move Right
The NPC will move to its right.
There are no parameters for this AI type.
Rotate -Yaw
The NPC will rotate in the -Yaw direction.
Parameters:
Speed Multiplier | Allows NPC to rotate faster (if more than 1) or slower (if less than 1) than its default speed as set in the NPC Definition. |
Rotate -Pitch
The NPC will rotate in the -Pitch direction.
Parameters:
Speed Multiplier | Allows NPC to rotate faster (if more than 1) or slower (if less than 1) than its default speed as set in the NPC Definition. |
Rotate -Roll
The NPC will rotate in the -Roll direction.
Parameters:
Speed Multiplier | Allows NPC to rotate faster (if more than 1) or slower (if less than 1) than its default speed as set in the NPC Definition. |
Rotate +Yaw
The NPC will rotate in the +Yaw direction.
Parameters:
Speed Multiplier | Allows NPC to rotate faster (if more than 1) or slower (if less than 1) than its default speed as set in the NPC Definition. |
Rotate +Pitch
The NPC will rotate in the +Pitch direction.
Parameters:
Speed Multiplier | Allows NPC to rotate faster (if more than 1) or slower (if less than 1) than its default speed as set in the NPC Definition. |
Rotate +Roll
The NPC will rotate in the +Roll direction.
Parameters:
Speed Multiplier | Allows NPC to rotate faster (if more than 1) or slower (if less than 1) than its default speed as set in the NPC Definition. |
Turn Towards
The NPC will turn towards the selected entity. This AI type should only be used with NPCs with a movement style that allows rotation.
Parameters:
Entity | The Entity to be tracked. |
Reaction Min and Max | The minimum and maximum reaction time. The in-game reaction time is a random value between the two. A lower value is more responsive while a higher value can look more life-like. |
Chase
The NPC will chase the selected entity.
Parameters:
Entity | The Entity to be chased. |
Reaction Min and Max | The minimum and maximum reaction time. The in-game reaction time is a random value between the two. A lower value is more responsive while a higher value can look more life-like. |
Proximity | How close the enemy must be before the NPC will chase it. |
Evade
The NPC will move away from the selected entity.
Parameters:
Entity | The Entity to be evaded. |
Reaction Min and Max | The minimum and maximum reaction time. The in-game reaction time is a random value between the two. A lower value is more responsive while a higher value can look more life-like. |
Match X
The NPC will move to the same position on the X axis as the selected entity.
Parameters:
Entity | The Entity to be matched. |
Reaction Min and Max | The minimum and maximum reaction time. The in-game reaction time is a random value between the two. A lower value is more responsive while a higher value can look more life-like. |
Proximity | How close the entity must be before the NPC moves to match its X position. |
Match Y
The NPC will move to the same position on the Y axis as the selected entity.
Parameters:
Entity | The Entity to be matched. |
Reaction Min and Max | The minimum and maximum reaction time. The in-game reaction time is a random value between the two. A lower value is more responsive while a higher value can look more life-like. |
Proximity | How close the entity must be before the NPC moves to match its Y position. |
Match Z
The NPC will move to the same position on the Z axis as the selected entity.
Parameters:
Entity | The Entity to be matched. |
Reaction Min and Max | The minimum and maximum reaction time. The in-game reaction time is a random value between the two. A lower value is more responsive while a higher value can look more life-like. |
Proximity | How close the entity must be before the NPC moves to match its Z position. |
Scatter
The NPC will move to a random position on the specified plane which is between Distance Min and Distance Max from its current position.
Parameters:
Plane | The Plane the new position should be on. |
Distance Min and Max | The minimum and maximum distance for the NPC to move. The distance moved in-game will be a random value between the two. |
Move Random
The NPC will move in a random direction on the specified plane. It will periodically choose a new random direction, based on the Duration Min and Duration Max values.
Parameters:
Plane | The Plane which the new position should be on. |
Duration Min and Max | The minimum and maximum time before the NPC chooses another direction. The in-game time will be a random value between the two. |
Follow Spline
The NPC will follow the specified spline. Different behaviours can be set for when the NPC reaches the end of the spline.
Parameters:
Spline | The spline to be followed. |
At End of Spline | Action to perform when at the end of the spline. Choose from Stop, Loop, Reverse or Repeat. |
Follow Spline Shape
The NPC will follow the shape of the specified spline starting from it's current position. Different behaviours can be set for when the NPC reaches the end of the spline.
Parameters:
Spline | The spline to be followed. |
At End of Spline | Action to perform when at the end of the spline. Choose from Stop, Loop, Reverse or Repeat. |
Swing
The NPC will rotate back and forth, for example for a gun turret or searchlight.
Parameters:
Direction | The direction to rotate in. |
Angle Range | The angle the NPC will rotate through before swinging back. |
Destroy At Point
The NPC will go to either the current position of an Entity or to a specified position. When it reaches that position it will be destroyed.
Parameters:
Entity | An optional Entity for the NPC to move to. The NPC will move to the position the Entity was at when the Destroy At Point AI type was first activated. |
Position | An optional position for the NPC to move to. |
Destroy On Timer
The NPC will be destroyed after a set time.
Parameters:
Time | The number of seconds before the NPC is destroyed. |
Destroy On Distance
The NPC will be destroyed when it has travelled a set distance.
Parameters:
Distance | The distance travelled before the NPC is destroyed. |
Formation
The NPC will join the specified formation.
Parameters:
Formation | The Formation the NPC should join. |
Node | How NPCs should be added to the formation. Choose from Sequential, Closest, Furthest or Random. |
Step X
The NPC will jump the specified distance in the X direction.
Parameters:
Distance | Distance to jump. |
Step Y
The NPC will jump the specified distance in the Y direction.
Parameters:
Distance | Distance to jump. |
Step Z
The NPC will jump the specified distance in the Z direction.
Parameters:
Distance | Distance to jump. |
Step Direction
The NPC will jump the specified distance and direction.
Parameters:
Distance X | Distance to jump in the X direction. |
Distance Y | Distance to jump in the Y direction. |
Distance Z | Distance to jump in the Z direction. |
Step Forward
The NPC will jump the specified distance forwards.
Parameters:
Distance | Distance to jump. |
Step Backwards
The NPC will jump the specified distance backwards.
Parameters:
Distance | Distance to jump. |
Step Left
The NPC will jump the specified distance to the left.
Parameters:
Distance | Distance to jump. |
Step Right
The NPC will jump the specified distance to the right.
Parameters:
Distance | Distance to jump. |
Change State at Point
Change AI State at the specified point.
Parameters:
AI State | The AI State to change to. |
Threshold | The distance from the point to consider it hit. |
Position X | The X value of the Position |
Position Y | The Y value of the Position |
Position Z | The Z value of the Position |
Change State on Timer
Change AI State after the specified time.
Parameters:
AI State | The AI State to change to. |
Time | The time until the AI State should change. |
Change State on Distance Travelled
Change AI State after the NPC has travelled the specified distance.
Parameters:
AI State | The AI State to change to. |
Distance | The distance to travel before the AI State should change. |
Change State on Enemy Proximity
Change AI State when an enemy is within the specified distance.
Parameters:
AI State | The AI State to change to. |
Proximity | The distance the enemy should be within before the AI State should change. |
Change State when Damaged Enemy
Change AI State when an enemy has been damaged.
Parameters:
AI State | The AI State to change to. |
Change State when Received Damage
Change AI State when an enemy has damaged this NPC.
Parameters:
AI State | The AI State to change to. |
Change State on AI Event
Change AI State when the specified AI Event is received.
Parameters:
AI State | The AI State to change to. |
AI Event | The AI Event to be received to trigger the AI State change. |
Change State on Trigger
Change AI State when the specified Trigger is hit.
Parameters:
AI State | The AI State to change to. |
Trigger | The Trigger that will activate the state change when hit. |