Game logic - AI Behavior – Ylands

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*Flee on sight and stand option - AI will run from detected player, will return to standing in a set point after player is outside of detection radius.
*Flee on sight and stand option - AI will run from detected player, will return to standing in a set point after player is outside of detection radius.
*Flee on sight and loiter\patrol option - AI will run from detected player, returns to loitering in a set point after player is outside of detection radius.
*Flee on sight and loiter\patrol option - AI will run from detected player, returns to loitering in a set point after player is outside of detection radius.
*Ignore player - no action, just ignore player even if it's near.
*Ignore player - No action, just ignore player even if it's near.
*Non-aggressive and stand option - AI has neutral behaviour, just staring at player.  
*Non-aggressive and stand option - AI has neutral behaviour, just staring at player.  
*Non-aggressive and loiter\patrol option - AI stops walks and start staring at player.  
*Non-aggressive and loiter\patrol option - AI stops walks and start staring at player.  
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*Flee radius - the radius at which the AI will walk  
*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 player.
*Minimum fear distance - the distance from which AI can start to run away from the player.
*Minimum aggressivity distance - the distance of aggressivity, when the player is closer to the AI.


=Behaviour type:=
=Behaviour type:=
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=Other settings=
=Other settings=
*Combat radius - defines radius in which AI will chase player before disengaging.
*Combat range - defines radius in which AI will chase player before disengaging.





Revision as of 12:08, 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 and stand options - AI will chase detected player, returns to standing in a set point after disengaging.
  • Aggressive and loiter\patrol options - AI will chase detected player, returns to loitering in a set point after disengaging.
  • Flee on sight and stand option - AI will run from detected player, will return to standing in a set point after player is outside of detection radius.
  • Flee on sight and loiter\patrol option - AI will run from detected player, returns to loitering in a set point after player is outside of detection radius.
  • Ignore player - No action, just ignore player even if it's near.
  • Non-aggressive and stand option - AI has neutral behaviour, just staring at player.
  • Non-aggressive and loiter\patrol option - AI stops walks and start staring at player.

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 player.
  • Minimum aggressivity distance - the distance of aggressivity, when the player is closer to the AI.

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.

Other settings

  • Combat range - defines radius in which AI will chase player before disengaging.



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