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AISequence nodes must be executed with the AISequence:Start node.

Animation

Commands the AI to move to a location and play an animation.

Bookmark

Defines a bookmark in a sequence of actions, from which the sequence will resume after being interrupted.

End

Defines the end of a sequence of actions. This frees the AI character to resume typical behaviors in their behavior tree.

HoldFormation

Create a formation by setting a formation leader (Entity input) and selecting a formation to hold to. The "Done" output port will output the LeaderID which can be used in the JoinFormation node.

See GameSDK\Scripts\AI\Formations\FormationManager.lua for implementation details.

JoinFormation

Join a formation by telling an AI character (Entity input) to join a formation leader (LeaderID input). See image below for a basic 3 man + 1 leader formation setup.

Move

Commands the AI to move to a location.

MoveAlongPath

This node is used to force the AI movement along a path created by level designer.

Shoot

Commands the AI to shoot at entity or position for a certain amount of time.

Stance

Commands the AI to change the stance.

Start

Defines the beginning and the parameters of a sequence of actions. This communicates with the AI characters behavior tree and is needed to interject and temporarily take over certain behaviors.

The "Interruptible" option defines whether the defined AI sequence can be interrupted from external events (such as encountering an enemy). You can also define whether the AI should "ResumeAfterInterruption".

AISequence nodes must be executed with the AISequence:Start node.

Wait

Commands the AI to wait in place for a certain amount of time.

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