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. |
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. |
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)
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.
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:
|
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
Property | Description |
---|---|
ReductionPerMetre | |
ReductionMax | |
Height | |
Closed | |
DisplayFilled |
AIPoint (Obsolete)
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 |
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 = 2.35 | Limit Right = 4.75 |
---|
Limit Height = 0.7 | Limit 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.