Game logic - AI Behavior – Ylands

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=Description=
=Description=
*AI behaviour is a game logic allows to set up behaviour to entities (animals, NPC).
*AI behaviour is a game logic allows to set up behaviour to entities (animals, NPC). Double click on animal on NPC to select AI behavior logic.


[[Image:Ylands_AIBehaviour.jpg|right|400px|]]
[[Image:Ylands_AIBehaviour.jpg|right|400px|]]
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*Ignore player - no action, just ignore.
*Ignore player - no action, just ignore.
*Non-aggressive - neutral behaviour.
*Non-aggressive - neutral behaviour.
=Radius and distance=
*Detection radius - the radius at which the AI detects the player.
*Flee radius - the radius at which the AI will walk
*Minimum fear distance - the distance from which AI can start to run away from the character


=Behaviour type:=
=Behaviour type:=

Revision as of 10:47, 28 November 2019

Description

  • AI behaviour is a game logic allows to set up behaviour to entities (animals, NPC). Double click on animal on NPC to select AI behavior logic.
Ylands AIBehaviour.jpg

Properties

Aggressivity settings:

  • Aggressive - will attack player.
  • Flee on sight - start running on sight.
  • Ignore player - no action, just ignore.
  • Non-aggressive - neutral behaviour.

Radius and distance

  • Detection radius - the radius at which the AI detects the player.
  • Flee radius - the radius at which the AI will walk
  • Minimum fear distance - the distance from which AI can start to run away from the character


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.



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