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Overview

AI control objects are used to control AI entities and their behaviors in the game world. They define a specific behavior for an AI with reference to its location.

In addition, AI control objects define navigation paths or an area for the AI on the terrain, including boundaries and forbidden areas. The objects can be used by AI actors to perform a specific action or event, such as an animation or behavior.

The AI control objects are mostly used with the flow graph scripting feature to design level concepts and scripted or triggered events.

The properties on this page can be found in the Properties panel under Properties when the AI object is selected.

AI Horizontal Occlusion Plane

AI above and below an AI Horizontal Occlusion Plane will not be able to see through it. It can be used, for example, to restrict an AI on a high ledge from being able to see below the ledge.

Property

Description

Width

The width of the area.

Height

The height of the area.

Inner Fade Distance

This value (specified in meters) determines how far an ambiance sound can blend into the shape with higher priority.

AreaId

Sets up the ID of the area, so areas with another ID can overlap.

GroupId

Specifies the AI group that will be able to use this Occlusion Plane.

Priority

Defines the Priority so areas with a higher priority will be processed first.

Closed

Sets if the area should be closed or if it should be just a line.

DisplayFilled

Just for visibility in the editor this option defines if the area should be rendered as filled or not.

DisplaySoundInfo

Enable to expand Sound Obstruction options.

Agent_height

When Render_voxel_grid is enabled this determines the height - along the Y axis - of the grid cells rendered.

Agent_width

When Render_voxel_grid is enabled this determines the height - along the X axis - of the grid cells rendered.

Render_voxel_grid

If true, voxel grid will be rendered when helpers are enabled.

voxel_offset_x

Offset voxel grid on the X axis.

voxel_offset_y

Offset voxel grid on the Y axis.

AIPath

An AI path is an object which can be used to guide your AI along with a specific route from point to point in your level.

AI paths can be used to affect all kinds of AI, including air and ground-based vehicles.

Icon

Make sure you Export to Engine or Generate All AI when using AI Paths, as these paths will not become available to the AI navigation system unless this step is done.

Property

Description

Road

Defines if the path is to be used by vehicles as a preferred path.

PathNavType

Sets the AI navigation type of the path. Types of paths available:

  • Unset
  • Triangular
  • Waypoint Human
  • Waypoint 3D Surface
  • Flight
  • Volume
  • Road
  • Smart Object
  • Free 2D 

AnchorType

Sets an AI behavior for any AI using the path.

ValidatePath

Used for 3D Volume paths only, checks and displays path validity in the editor.

AI Shape

An AI shape is an object which can be used to define an area which AI will use for combat and will search for anchors within. 

Property

Description

Anchor Type

Affects AI behaviors in the same way as the anchors do.
The main usage is to check if a point (AI position, target position, etc) is within a shape of a given AnchorType, in the same way as checking the proximity to an anchor of a given type.

Light Level

Affects AI's ability to see (including sight range and speed of detection). It includes following levels:

  • Default
  • Light
  • Medium
  • Dark
  • Superdark

Cover Surface

Cover surfaces can be used to allow the AI for taking cover in combat situations. Cover surfaces can be found in Create Object-> AI -> CoverSurface.

To create a valid cover surface, drag it close to nearby solid geometry.

If it's too far away from solid geometry or not properly rotated to face geometry, it can easily become invalid.

 

Property

Description

Sampler

Type of the sampler. Currently 'Default' is only available.

Limit Left

The generated cover path to the left side of the cover surface object will be limited to this length.

Limit Right

The generated cover path to the right side of the cover surface object will be limited to this length.

Limit Depth

Limits how far can be the cover surface object from solid geometry.

Limit Height

The resulting height of all cover surfaces will be limited to this value.

Sample Width

Defines sampling interval for computing cover height in horizontal direction.

Sample Height

Defines sampling interval for computing cover height in vertical direction.

Max Start Height

Specifies the maximum height between terrain and geometry's bottom to have a valid cover.

Simplification Threshold

How much should be the generated cover path simplified.

Navigation Area

To create navigation meshes, Navigation Areas need to be added to your level in the Editor. 

 

Description

Height

The height of the navigation area.

Exclusion

True if this navigation area should specify navigation mesh exlusion area.

Display Filled

Just for visibility in the editor this option defines if the area should be rendered as filled or not.

 

Tag Point

An AI Tag Point is an object used to define a location, used in AI scripting. An AI Tag Point does not have any object-specific parameters.

 

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