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AIAwarenessToPlayer

Outputs a value that represents the AI enemy awareness of the player. This value closely matches the HUD alertness indicator. Outputs are triggered only when they change.

AIGlobalPerceptionScale

Set/Unset a specific global scale for the AI perception.

ActionAbort

Use this node to define clean-up procedure executed when AI Action is aborted.

ActionEnd

Use this node to end the AI Action graph.

ActionStart

Represents the User and the used Object of an AI Action. Use this node to start the AI Action graph.

ActiveCount

Counts how many AIs are active.

ActiveCountMonitor

Monitors active AI count against some limit, and outputs periodically the current state. When the condition is met, the monitor loop will stop automatically and it needs to be started manually again if desired.

AlertMe

Generic AI signal.

AlertnessState

This node can be used to determine the level of alertness in the game. The alertness is output as an integer or an event on change. The highest level of alertness of any agent in the game is used for output.

Anim

Plays animation.

AnimEx

Plays an exactly positioned animation.

AttentionTarget

Outputs AI's attention target.

AutoDisable

Controls AutoDisable.

BattlefrontControl

BattleFront control. Used for overriding the default position of a AI group's BattleFront.

BodyCount

Counts how many AIs have been killed.

CharacterSet

Changes AI Character.

Communication

The specified AI plays the given communication.

Corpses

AI corpse management.

Execute

Executes an AI Action.

FactionReaction

Set/Get Faction reaction info.

GoTo

Goto speed stance action.

GroupAlertness

The highest level of alertness of any agent in the group.

GroupCount

The highest level of alertness of any agent in the group.

GroupIDGet

Sets and outputs AI's group ID.

GroupIDSet

Merges AI group 'from' to group 'to'.

IgnoreState

Switching species hostility on/off (makes AI ignore enemies/be ignored).

Interested

Registers an entity with the interest system.

InterestingEntity

Registers an entity as interesting.

IsAliveCheck

Check which actors of a group are alive.

LookAt

Sets AI to look at a point, entity or direction.

NavCostFactor

Set navigation cost factor for travelling through a region.

ObjectDrop

Drops grabbed object.

ObjectGrab

Grabs an object.

ObjectUse

Uses an object.

PerceptionScale

Scales the agent's sensitivity.

RadioChatter

Radio Chatter refers to the noises emitted from soldiers walkie-talkies. A sound will be emitted from a soldier near the camera. The interval is randomized between the minimum/maximum silence time.

RequestReinforcementReadability

When a reinforcement is spawned in the level, it could be helpful for the player to detect in the scene that one agent is performing some action to communicate the decision of calling backups.

This node has been introduced to allow level designers to request the AI to perform this readability action. An example of how to use the node can be found in the following picture:

The node is currently signalling AI that they are in a good moment to call reinforcement. The Done output is triggered when at least one AI in the specified group is alive and the signalling is performed.

Note that currently the node doesn't guarantee that the readability action will be performed: this decision is in total control of the AI behavior and it could fail.

SetCommunicationVariable

While executing a behavior, AI agents will try to communicate their intentions triggering specific VO lines in relation of the state they are in. Some states could have special variation, for example depending on the level the agent is.

Level designers need to give hints to the Communication Manager about which condition are fulfilled at each specific time. This node can be used to achieve this goal.

The variables are defined into the file: GameSDK\Scripts\AI\Communication\CommunicationVariable.xml

SetFaction

Set the faction an AI character belongs to.

SetState

Changes Smart Object State.

SetTurretFaction

Sets the faction for a turret.

ShapeState

Enable or Disable AIShape.

ShootAt

Set AI to shoot at position or entity.

Signal

Generic AI action.

SmartObjectEvent

Triggers a smart object event.

SmartObjectHelper

Outputs AI's attention target parameter.

Stance

Body stance controller.

WeaponDraw

Force AI to draw holstered weapon.

WeaponHolster

Force AI to holster current weapon.

WeaponSelect

Selects specified weapon.

Deprecated Nodes

 Click here to expand...
  • AIAlertness
  • AIAwareness
  • AIBodyDir
  • AICheckStates
  • AIDropObject
  • AIEnable
  • AIEnableShape
  • AIExecute
  • AIFollow
  • AIFollowPath
  • AIFollowPathSpeedStance
  • AIFormation
  • AIFormationJoin
  • AIGoto
  • AIGotoSpeedStance
  • AIGroupAlertness
  • AIGroupBeacon
  • AIGroupCount
  • AIGroupID
  • AIGrabObject
  • AIIgnore
  • AILookAt
  • AIMergeGroups
  • AIModifyStates
  • AISetCharacter
  • AISetNavCostFactor
  • AISetState
  • AIShootAt
  • AISignal
  • AISpeed
  • AIStance
  • AIWeaponDraw
  • AIWeaponHolster
  • AIWeaponSelect
  • ActionAbort
  • ActionEnd
  • ActionStart
  • AlertnessFilter
  • AttTarget
  • AutoDisable
  • ChangeParameter
  • Coordination
  • DebugAISpeed
  • EventListener
  • GoToEx
  • LoadNavMesh
  • ReadabilityDialog
  • UseObject