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Overview

There is a basic entity for each type of movement (land, sea, and air). Each entity type can be tweaked so that it is possible to simulate any kind of drivable machine.

The vehicle entity tool can be found in the Rollup Bar > Entity > Vehicles.

Having different types of vehicles makes levels more fun to play as they provide new ways of navigating terrain and allow the use of vehicle weapons game play.

Entity Properties2

Param

Description

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. Normally, this should be true (default value).

Behavior

Sets the starting behavior of the AI. The behavior "job_standidle" is the default one, and should be used most of the time, as designers can set certain actions for the AI using the flowgraph.

CircularPath

 

FormationType

 

groupid

 

PathName

 

triggerRadius

 

AITerritoryAndWave

 

Territory

 

Wave

 

Interest

 

Action

 

Interesting

 

InterestLevel

 

OverrideArchetype

 

Pause

 

Radius

 

Shared

 

Entity Properties

Param

Description

AutoGenAIHidePts

 

BehaviorSelectionTree

 

character

 

commrange

 

DamageOnFlipped

 

DisableEngine

 

followDistance

 

Frozen

 

FrozenModel

 

HeavyObject

 

HidesPLayer

 

leaderName

 

Modification

Sets vehicle to use a modification version, created in the vehicle script.

NavigationType

For use with Multi-layer Navigation

Paint

Sets vehicle to use a paint version, created in the vehicle script.

ProvideAICover

 

SmartObjectClass

 

SpawnedEntityName

 

SpeciesHostility

 

teamName

 

Interest

 

Action

 

Interesting

 

InterestLevel

 

Pause

 

Radius

 

Shared

 

vOffset

 

Perception

 

audioScale

Deprecated

camoScale

"How well others see me". Determines how visible the AI is. Scales visibility when other AI's are looking at this agent.
For camouflaged agents this value should be less than 1. The more stealthy/camouflage this agent is, the smaller this value should be. 0.0 will make this AI invisible.

collisionReactionScale

Deprecated

FOVPrimary

Normal field of view of the AI.

FOVSecondary

Peripheral field of view of the AI.

heatScale

Deprecated

minAlarmLevel

Deprecated

persistence

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

sightrange

How far away the AI can see enemies. Edge to edge radius around vehicle, measured in meters.

sightrangeVehicle

Same as sightrange but for targets of vehicle type.

stanceScale

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

stuntReactionTimeOut

Deprecated

ThermalVision

Deprecated

velBase

Movement related parameter. Current visibility priority value of the target gets multiplied by (velBase + velScale CurrentVel^2).
Allows creating AI agents that are able to see only moving targets, or only static targets, and all values in between.

velScale

Movement related parameter, see velBase.

classThreat (TargetTracks)

 

targetLimit (TargetTracks)

 

Respawn

 

Abandon

Specifies if the vehicle should explode after a specified amount of time (used to avoid too many abandoned vehicles, which waste CPU resources).

AbandonTimer

Specifies in seconds when the abandon feature should be executed.

Respawn

Respawns another vehicle.

Timer

Specifies when the vehicle should be respawned.

Unique

Makes each vehicle entity unique.