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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.

 

Sections

AIAnchor

An AI Anchor is a positional point object that can be used to define specific behaviors for an AI with reference to the location and/or direction of the anchor.

Property

Description

AnchorType

Used to affect AI behavior. A type must be chosen from the browse list when clicking within the anchor type box.
The function of a type depends on what a specific AI behavior requires (i.e. SNIPER_SPOT: the AI sniper finds this anchor nearby and goes there to camp).

Enabled

Specifies if this point is turned on or off.

GroupId

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

Radius

When set, a radius in meters around the anchor is used, and can serve various purposes dependent on the anchor type (i.e. the AI finds a SNIPER_SPOT within its radius).

SmartObjectClass

When set, the anchor becomes a Smart Object, which will interact with other SOs according to SO system rules.

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In general, Smart Objects are a more complex resource for the game engine to process, so where it is possible use AnchorType objects.

AIHorizontalOcclusionPlane

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

 

Height

The height of the area

AreaId

 

GroupId

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

Priority

 

Closed

Should be set to closed

DisplayFilled

 

DisplaySoundInfo

 

Agent_height

 

Agent_width

 

Render_voxel_grid

 

voxel_offset_x

 

voxel_offset_y

 

AINavigationModifier (Obsolete)

 Click here to expand...

Obsolete

Icon
See Multi-Layer Navigation Areas for more information.

The AINavigationModifier is used to alter the navigation setup of a level for special navigational setup, such as internal areas, flight navigation, and water navigation.

In certain situations, it is used in conjunction with other AI objects such as overlapping with forbidden areas for internal sections of buildings, or with AI points for internal navigation.

Property

Description

NavType

Sets the navigation type for the area, for example flight will generate navigation for air based AI, and Human Waypoint will be used for internal waypoint areas for human AI.

WayPointConnections

When Human Waypoint is set, this ensures that the waypoint links are auto-generated.

NodeAutoConnectDistance

The distance at which a point must be to be auto connected with other points when generating navigation.

Calculate3DNav

When turned off, data will not be generated for Volume modifiers.

ThreeDNavVolumeRadius

The radius of the sphere volumes used in 3d navigation areas. The smaller the radius, the more accurate the representation of the environment is.

ExtraLinkCostFactor

Increases the cost of the links in the area, making it a less preferable choice for AI navigation. When this value is high, AI will have a higher chance to take an alternative route to their destination.

TriangulationSize

Specifies the size of the navigational triangles used to create dynamic object navigation.

VehiclesInHumanNav

Affects the pass radius of links, if set to true - will make the radius bigger.

LightLevel

Affects AI's ability to see (including sight range and speed of detection).

Width

 

Height

The height of the area.

AreaId

 

GroupId

 

Priority

 

Closed

Specifies if the area is a closed loop or not. Navigation Modifier should always be closed.

ObstructRoof

 

ObstructFloor

 

DisplayFilled

When checked, all closed sides of the area are filled with color.

AIPath

An AI path is an object which can be used to guide your AI along 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.

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Ensure 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:

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

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

Width

 

Height

 

AreaId

 

GroupId

Specifies the AI group that will be able to use this path

Priority

 

Closed

Specifies if the path is a loop or not

DisplayFilled

 

DisplaySoundInfo

 

Agent_height

 

Agent_width

 

Render_voxel_grid

 

voxel_offset_x

 

voxel_offset_y

 

AIPerceptionModifier

Control AI perception

PropertyDescription
ReductionPerMetre 
ReductionMax 
Height 
Closed 
DisplayFilled 

AIPoint (Obsolete)

 Click here to expand...

Obsolete

Icon
See Multi-Layer Navigation Areas for more information.

An AI Point is an object used within a Navigation Modifier, which is to generate points for the AI to navigate between.

PropertyDescription
Type

 

Waypoint

Sets the AI Point type to waypoint so it can be used for navigation around the nav area

Hide

Sets the AI Point type so AI can use it to hide

Sec Hide

Sets the AI Point type so that AI can use it as a secondary, less preferred point to hide

Entry/Exit

Sets the AI Point type so that AI can use it to enter and exit a nav area from this point to terrain

Exit-Only

Sets the AI Point type so that AI can use it to exit a nav area from this point to terrain

Nav Type

 

Human

Sets the navigation type to be compatible with human based characters

3D Surface

Used for navigating 3D (i.e. vertical, upside-down, etc) surfaces

AIPoint Parameters

 

Removable

Points with this flag can be disabled by using ISYSEVENT_DISABLEMODIFYER flowgraph event

Regen Links

Regenerates the waypoint links for the area

Linked Waypoints

 

Pick

Allows the user to pick a second waypoint to create a permanent AI link

Pick Impass

Allows the user to pick a second waypoint to create a perminant non-passable link

Select

Selects the currently highlighted link in the linked waypoints box

Remove

Removes the currently highlighted waypoint links

Remove all

Removes all waypoint links from the AI Point

Remove all in area

Removes all waypoint links in the nav area

AIReinforcementSpot

Defines a point at which any relevant AI can use to trigger their reinforcement behavior.

Property

Description

AvoidWhenTargetInRadius

When the target is within this radius from the point, it will not attempt to use the point

Enabled

Specifies if this point is turned on or off

GroupBodyCount

When set to greater than 0, the reinforcement call can be performed if the number of deaths in the group is less than the defined number

groupid

Specifies the AI group that will be able to use this point

radius

AI within this radius will react to the point

ReinforcementType

The behavior which the AI will use when they activate the point

WhenAllAlerted

The reinforcement call can be performed if all the AIs in the group are alerted (alertness yellow or more)

WhenInCombat

The reinforcement call can be performed if all the AIs are in combat status (alertness red)

AIShape

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

AnchorType

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 inside a shape of a given AnchorType, in the same way as checking the proximity to an anchor of a given type

LightLevel

Affects AI's ability to see (including sight range and speed of detection)

Width

 

Height

The height of the area

AreaId

 

GroupId

Specifies the AI group that will be able to use this Shape

Priority

 

Closed

Specifies if the path is a loop or not

DisplayFilled

 

DisplaySoundInfo

 

Agent_height

 

Agent_width

 

Render_voxel_grid

 

voxel_offset_x

 

voxel_offset_y

 

CoverSurface

Cover surfaces can be used to allow the AI to take cover in combat situations. Cover surfaces can be found in RollupBar -> 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

 

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

 

Limit Height

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

Sample Width

 

Sample Height

 

Max Start Height

 

Simplification Threshold

 
Limit Right = 2.35Limit Right = 4.75
Limit Height = 0.7Limit Height = 1.6

NavigationArea

See Multi-Layer Navigation Areas for more information.

NavigationSeedPoint

See Multi-Layer Navigation Areas for more information.

SmartObject

An AI Anchor is a point or collection of points which can be used by AI to perform a specific action or event, such as an animation or behavior.

Certain smart objects can have special geometry assigned to them, to assist with object placement.


A smart object.


A smart object with an additional placement guide.

Property

Description

SmartObjectClass

Specifies the smart object logical ruleset which will be used by this object

Tagpoint

An AI Tagpoint is an object used to define a location, used in AI scripting.

An AI Tagpoint does not have any object-specific parameters.

Forbidden Area (Obsolete)

 Click here to expand...

Obsolete

Icon
See Multi-Layer Navigation Areas for more information.

A forbidden area a shape type object, which is projected onto the terrain, defining areas in the level in which AI will not go into and will try and avoid.

AI Navigation Modifiers can be used in conjunction with Forbidden Areas to allow AI access to them when required.

Property

Description

Width

 

Height

 

AreaId

 

GroupId

 

Priority

 

Closed

Specifies if the area is a closed loop or not. Forbidden areas should be closed

ObstructRoof

 

ObstructFloor

 

DisplayFilled

When checked, all closed sides of the area are filled with color.

Forbidden Boundary (Obsolete)

 Click here to expand...

Obsolete

Icon
See Multi-Layer Navigation Areas for more information.

A forbidden boundary is a shape type object, which can be used to define borders in your level which AI will not cross over. Unlike a Forbidden Area, an AI character will not try and leave the area inside a forbidden boundary.

Property

Description

Width

 

Height

 

AreaId

 

GroupId

Specifies the AI group that will be affected by this boundary

Priority

 

Closed

Specifies if the area is a closed loop or not

ObstructRoof

 

ObstructFloor

 

DisplayFilled

When checked, all closed sides of the area are filled with color

 

 

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