Game logic - AI Behavior – Ylands
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<b>Aggressivity settings:</b> | <b>Aggressivity settings:</b> | ||
*Aggressive - will attack player | *Aggressive - will attack player. | ||
*Flee on sight - start running on sight | *Flee on sight - start running on sight. | ||
*Ignore player - no action, just ignore | *Ignore player - no action, just ignore. | ||
*Non-aggressive - neutral behaviour | *Non-aggressive - neutral behaviour. | ||
=Behaviour type:= | =Behaviour type:= | ||
*Stand - stands on the waypoint, idling | *Stand - stands on the waypoint, idling. | ||
*Loiter - walks randomly in a limited area around waypoint | *Loiter - walks randomly in a limited area around waypoint. | ||
*Patrol - walks in selected zone. Possible to set up between reference points. | *Patrol - walks in selected zone. Possible to set up between reference points. | ||
Revision as of 14:42, 26 November 2019
Description
- AI behaviour is a game logic allows to set up behaviour for entities (animals, NPC).
Properties
Aggressivity settings:
- Aggressive - will attack player.
- Flee on sight - start running on sight.
- Ignore player - no action, just ignore.
- Non-aggressive - neutral behaviour.
Behaviour type:
- Stand - stands on the waypoint, idling.
- Loiter - walks randomly in a limited area around waypoint.
- Patrol - walks in selected zone. Possible to set up between reference points.