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Overview

This page covers the properties and options available for the Entity -> AI -> Characters -> Human entity, which is the base character included in the CRYENGINE SDK.

 

Sections

Human Entity Reference

The Human entity is used for AI characters. For reference, this entity used to be called "Grunt". The Entity has property options like Sight, Accuracy and Faction, so that designers can create custom enemy or friendly characters.

An AI Human entity has built in AI behaviors (via the ModularBehaviorTree), meaning they can be placed into the level with relatively little behavioral scripting and still function.

Basic functions like weapon firing are built into the entity scripts. Advanced behavioral scripting can be set up using Flow Graph.

 

 

Property

Description

Entity Properties2

Alarmed

When ticked, AI reacts faster to enemies. (Attention! They will still remain in Idle pose when spawned, so it's not the same as being alerted.)

AutoDisable

If set to false – AI is never disabled, no matter how far it is from the player. Should be used for special cases - like patrols coming from far away, etc... Normally, this should be true (default value).

groupID

id of the group for this AI, used by some group behaviors.

SmartObjectClass

Smart object class(es) assigned to this entity.

Variation

Select the variation of the model you want to use.

AI

 

GoBackToStartOnIdle

When ticked, AI will go back to the position where they first started.
(Warning! If you have this checked for humans coming into the scene in vehicles, they will try to go back to their initial spawn position as soon as they leave the vehicle.)

Gunner

Deprecated

HostileIfAttacked

If set to true, an AI character that belongs to a friendly faction will turn hostile if attacked.

AI Territory And Wave

 

Territory

Assign the AI to a territory from a list of available territories.

Wave

Assign the AI to a wave from a list of available waves attached to selected territory.

Interest

 

Angle

The "Vision Cone" that AI will search, for objects marked as interesting using the interest system.

Interested

Set to true to make the AI aware of Interest Objects or false to have the AI ignore Interest Objects.

MinInterestLevel

The minimum Object Interest level the AI will consider. Any objects set with an interest level lower than this value will be ignored by the AI.

OverrideArchetype

Turns on to have those values override archetype values.

Readability

 

IgnoreAnimations

When triggering communications (from inside the AI system or manually via flow graph) the animations will be ignored for the communications. (Voice will still play as intended.)

IgnoreVoice

When triggering communications (from inside the AI system or manually via flow graph) the voice will be ignored for the communications. (Animations will still play as intended.)

OverrideArchetype

Turns on to have those values override archetype values.

Entity Properties

 

awarenessOfplayer

This needs to be set for certain characters, so that they can react when the player is looking at them. This represents the timeout before AI starts to react on player looking.
When used (not 0) normally should be 1 (meaning one second delay), but can be any value. Introduces some extra ray-trace checks, so should not be used unless really needed

BehaviorSelection

Deprecated

BehaviorSelectionTree

This is the main property used to set the behavior of the AI. Example AI behaviors are included in the SDK.

Behavior

Deprecated

character

Deprecated

ColliderMode

Sets Physical collision properties on the AI.

CommConfig

Name of communication configuration (see AI Communication).

commrange

Deprecated

EquipmentPack

The inventory of the enemy needs to be selected here. Usually there is a weapon inside the equipment pack so the AI can shoot. Note: The AI has unlimited ammo.

Faction

Specify the Faction which the AI belongs to.

FactionHostility

Switch on/off the faction hostility settings set on the AI. If this is set to false the AI will not react to other AI entities or players.

FmodCharacterTypeParam

See Character Type Filter Parameter for more information.

HitDeathReactionsParamsDataFile

Points to the file describing how an AI should react to impacts and death.

Invulnerable

Makes AI invulnerable.

Model

The character 3D model used for rendering.

ModelVariations

Specifies how many model variations an archetype has.

ModularBehaviorTree

Name of behavior tree.

NavigationType

Select a suitable size of the entity, for use with MNM.

OverrideAllowLookAimStrafing

Override allowLookAimStrafing flag from base actor parameters (see Scripts\Entities\AI\Characters\Human_x.lua).

When allowLookAimStrafing is enabled the actor’s body will turn slightly towards the look direction.

physicMassMult

Indicates the Mass multiplier.

SmartObjectClass

Smart Object class.

SpawnedEntityName

Name to be used when this entity is used as a prototype for spawning.

Spawner

Deprecated

TagList

List of CryMannequin tags to set for this entity.

Usable

If Usable is True, the player can click the Use button on this AI.

UseFacialFrameRateLimiting

Set to limit frame rate of facial animations.

UseMessage

Deprecated - Text to be displayed on screen to show that the Use button can be used there.

useSpecialMovementTransitions

Enable custom movement transitions (see Libs/MovementTransitions/MovementTransitions_Human.xml).

Voice

Sound pack used for this character, american human, english human etc.

AI

 

DeathSound

Sound effect to play when character dies.

PlayDeathSound

Enable/disable death sound effect. Please note: a known issue causes death sounds to play regardless of the value of PlayDeathSound, but you can work around this by simply not setting DeathSound.

UseRadioChatter

Enable/disable radio chatter. Radio chatter plays sounds through the character's intercom at random when other characters are nearby.

AIBehaviorFlags

 

Grenadier

Deprecated

Sniper

Deprecated

CharacterSounds

 

foleyEffect

Foley signal effect name.

footstepEffect

Footstep mfx library to use.

FootstepGearEffect

This plays a sound from MaterialFX.

footstepIndGearAudioSignal_Run

This directly plays the specified audiosignal on every footstep of the Run animation cycle.

footstepIndGearAudioSignal_Walk

This directly plays the specified audiosignal on every footstep of the Walk animation cycle.

remoteFootstepEffect

Footstep MaterialFX library to use for the 3rd person character.

Damage

 

BodyDamage

Specifies XML file containing information about BodyDamage.

BodyDamageParts

Specifies XML file containing information about BodyDamage.

BodyDestructibility

Specifies XML file containing information about BodyDestructibility.

CanFall

Can use fall and play (fall down in ragdoll mode and then stand up.)

FallSleepTime

How long does it stay in fall-and-play before waking up.

health

Initial amount of health.

heatAbsobsion

Deprecated

heatDissipation

Deprecated

LogDamages

Allows for logging the damage in the log file.

minHeatDamage

Deprecated

Interest

 

Angle

The "Vision Cone" that AI will search, for objects marked as interesting using the interest system.

Interested

Set to true to make the AI aware of Interest Objects or false to have the AI ignore Interest Objects.

MinInterestLevel

The minimum Object Interest level the AI will consider. Any objects set with an interest level lower than this value will be ignored by the AI.

Perception

 

audioScale

Scaling audio perception of this AI.

cloakMaxDistCrouchedAndMoving

Deprecated

cloakMaxDistCrouchedAndStill

Deprecated

cloakMaxDistMoving

Deprecated

cloakMaxDistStill

Deprecated

collisionReactionScale

Scales explosions radius for AI to receive "OnExposedToExplosion" signal. Also affects distances for AI reaction on players action (PlayerStuntActions).

config

New Perception System. Select the perception configuration file to use for the AI.

FOVPrimary

Normal field of view (no peripheral vision) of this AI, in degrees. Negative value would mean unlimited FOV. Angular visibility multiplier fades from 1 (inside of FOVPrimary) to 0 (outside of FOVSecondary).

FOVSecondary

"Peripheral" field of view of this AI. Negative value means unlimited FOV.

IsAffectedByLight

Indicates if the AI's detection of danger is based on Light Level. Meaning a target would be harder to detect if it is in a dark place, and vice-versa. See AI Perception.

minAlarmLevel

Value between 0 and 1, indicating the minimum alarm level. Default is 0. If the AI needs to be highly alerted from the beginning, this should be set to a value larger than 0.

minDistanceToSpotDeadBodies

Actor will be alerted to dead bodies within this range.

persistence

This parameter controls how often targets can be switched. The value corresponds to the minimum amount of time the agent will hold acquired target before selecting another one. Default value is 0.

sightrange

How far this AI can see enemies. Targets out of sight range cannot be seen; visibility of a target fades as a quadratic function.

sightrangeVehicle

Same as sightrange but for targets of vehicle type.

stanceScale

Controls how the current height of the target affects visibility of this target. Height of target changes with stance change (prone/crouch/stand).

stuntReactionTimeOut

Controls how long the attention target have had to be invisible to make the player stunts effective again. Default value is 3 sec/

TargetTracks

 

classThreat

Indicates the Initial class threat (Track System term) value for the AI.

targetLimit

Indicates the number of agents who can target the AI at any given time (0 for infinite).

Physics

 

CollisionFiltering

Configure entity’s collision type and ignore collisions with specific classes of physics object.

PlayerInteractions

 

CanBeGrabbed

If true AI can be grabbed.

GrabType

What kind of grabbing move (for alien or human, etc).

StealthKill

Can be stealth killed by player.

RateOfDeath

 

accuracy

Indicates the accuracy of the AI's firing (1 = 100 %) when in attackrange.
This is tied to and affected by the Rate of Death system. If an AI had an Accuracy of 0.5 it will double the base time (=AI_RODAliveTime) the player can survive under fire.

attackrange

Indicates in meters how close the AI needs to be from its target before it can fire with accuracy.
This is tied to and affected by the Rate of Death system: combat zone distance = attackrange x AI_RODCombatRangeMod (CVar)

reactionTime

Indicates how long it will take between the AI getting alerted and engaging its target.

Readability

 

IgnoreAnimations

Turn On/Off AI readability animations that convey AI events and states to the player.

IgnoreVoice

Turn On/Off AI readability audio that convey AI events and states to the player.

Rendering

 

WrinkleMap

See: Wrinkle Map Setup

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