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Overview

AI control objects are used to control AI entities and their behaviors in the game world. They define a specific behavior for an AI with reference to its location.

In addition, AI control objects define navigation paths or an area for the AI on the terrain, including boundaries and forbidden areas. The objects can be used by AI actors to perform a specific action or event, such as an animation or behavior.

The AI control objects are mostly used with the flow graph scripting feature to design level concepts and scripted or triggered events.

 

Sections

Table of Contents
maxLevel3
minLevel2

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.
The function of a type depends on what a specific AI behavior requires (i.e. SNIPER_SPOT: the AI sniper finds this anchor nearby and goes there to camp).

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.


Info
In general, Smart Objects are a more complex resource for the game engine to process, so where it is possible use AnchorType objects.

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)

Expand


Note
titleObsolete
See Multi-Layer Navigation Areas for more information.

The AINavigationModifier is used to alter the navigation setup of a level for special navigational setup, such as internal areas, flight navigation, and water navigation.

In certain situations, it is used in conjunction with other AI objects such as overlapping with forbidden areas for internal sections of buildings, or with AI points for internal navigation.

Property

Description

NavType

Sets the navigation type for the area, for example flight will generate navigation for air based AI, and Human Waypoint will be used for internal waypoint areas for human AI.

WayPointConnections

When Human Waypoint is set, this ensures that the waypoint links are auto-generated.

NodeAutoConnectDistance

The distance at which a point must be to be auto connected with other points when generating navigation.

Calculate3DNav

When turned off, data will not be generated for Volume modifiers.

ThreeDNavVolumeRadius

The radius of the sphere volumes used in 3d navigation areas. The smaller the radius, the more accurate the representation of the environment is.

ExtraLinkCostFactor

Increases the cost of the links in the area, making it a less preferable choice for AI navigation. When this value is high, AI will have a higher chance to take an alternative route to their destination.

TriangulationSize

Specifies the size of the navigational triangles used to create dynamic object navigation.

VehiclesInHumanNav

Affects the pass radius of links, if set to true - will make the radius bigger.

LightLevel

Affects AI's ability to see (including sight range and speed of detection).

Width 


Height

The height of the area.

AreaId 


GroupId

 


Priority

 


Closed

Specifies if the area is a closed loop or not. Navigation Modifier should always be closed.

ObstructRoof

 


ObstructFloor 


DisplayFilled

When checked, all closed sides of the area are filled with color.


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.

Note

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:

  • Flight
  • Free 2D
  • Road
  • Smart Object
  • Triangular
  • Unset
  • Volume
  • Waypoint 3D Surface
  • Waypoint Human

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

PropertyDescription
ReductionPerMetre 
ReductionMax 
Height 
Closed 
DisplayFilled 

AIPoint (Obsolete)

Expand


Note
titleObsolete
See Multi-Layer Navigation Areas for more information.

An AI Point is an object used within a Navigation Modifier, which is to generate points for the AI to navigate between.

PropertyDescription
Type 


Waypoint

Sets the AI Point type to waypoint so it can be used for navigation around the nav area

Hide

Sets the AI Point type so AI can use it to hide

Sec Hide

Sets the AI Point type so that AI can use it as a secondary, less preferred point to hide

Entry/Exit

Sets the AI Point type so that AI can use it to enter and exit a nav area from this point to terrain

Exit-Only

Sets the AI Point type so that AI can use it to exit a nav area from this point to terrain

Nav Type 


Human

Human

Sets the navigation type to be compatible with human based characters

3D Surface

Used for navigating 3D (i.e. vertical, upside-down, etc) surfaces

AIPoint Parameters

 


Removable

Points with this flag can be disabled by using ISYSEVENT_DISABLEMODIFYER flowgraph event

Regen Links

Regenerates the waypoint links for the area

Linked Waypoints

 


Pick

Allows the user to pick a second waypoint to create a permanent AI link

Pick Impass

Allows the user to pick a second waypoint to create a perminant non-passable link

Select

Selects the currently highlighted link in the linked waypoints box

Remove

Removes the currently highlighted waypoint links

Remove all

Removes all waypoint links from the AI Point

Remove all in area

Removes all waypoint links in the nav area


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
The main usage is to check if a point (AI position, target position, etc) is inside a shape of a given AnchorType, in the same way as checking the proximity to an anchor of a given type

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 = 2.35Limit Right = 4.75


Limit Height = 0.7Limit 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.

Forbidden Area (Obsolete)

Expand


Note
titleObsolete
See Multi-Layer Navigation Areas for more information.

A forbidden area a shape type object, which is projected onto the terrain, defining areas in the level in which AI will not go into and will try and avoid.

AI Navigation Modifiers can be used in conjunction with Forbidden Areas to allow AI access to them when required.

Property

Description

Width

 


Height

 


AreaId 


GroupId 


Priority

 


Closed

Specifies if the area is a closed loop or not. Forbidden areas should be closed

ObstructRoof

 


ObstructFloor 


DisplayFilled

When checked, all closed sides of the area are filled with color.


Forbidden Boundary (Obsolete)

Expand


Note
titleObsolete
See Multi-Layer Navigation Areas for more information.

A forbidden boundary is a shape type object, which can be used to define borders in your level which AI will not cross over. Unlike a Forbidden Area, an AI character will not try and leave the area inside a forbidden boundary.

Property

Description

Width

 


Height

 


AreaId

 


GroupId

Specifies the AI group that will be affected by this boundary

Priority

 


Closed

Specifies if the area is a closed loop or not

ObstructRoof 


ObstructFloor

 


DisplayFilled

When checked, all closed sides of the area are filled with color

 

 




Excerpt
hiddentrue

This topic explains how to use an AI object to control AI entities/actors.


 
Chinese

综述

在游戏世界中使用 AI 控制对象来控制 AI 实体以及它们的行为,用 AI 的位置做参考来定义 AI 的特定行为。

此外,AI 控制对象定义了 AI 在地形上的导航路径或区域(包括边界和禁区),AI 玩家可以使用对象去执行特定的行动或事件,例如一个动作或行为。

AI 控制对象主要和流程图脚本编写功能一起使用以设计关卡概念和脚本化事件或触发事件。

 


AI 锚点

以锚点的位置和/或方向作为参考,可以使用 AI 锚点这个位置点对象来定义 AI 的特定行为。

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AI 锚点的属性:

属性描述
AnchorType用于影响 AI 行为,在“锚点类型”框中单击时必须从浏览列表中选择一个类型。类型的功能取决于 AI 行为的特定要求(即 SNIPER_SPOT:AI 狙击手发现了附近的这个锚点并去那里扎营)。
Enabled指定这个点是开还是关。
GroupId指定能够使用这个锚点的 AI 组。
Radius锚点周围半径,其设置以米为单位,并且可以根据锚点的类型用于不同用途(即 AI 在其半径范围之内发现了 SNIPER_SPOT)。
SmartObjectClass设置时,锚点变成了智能对象,并且根据 SO 系统的规则可以和其它 SO 交互。


Info
title注意
一般而言,智能对象对于游戏引擎来说是一个处理起来比较复杂的资源,所以要尽可能使用AnchorType 对象。

AI 水平遮蔽平面

在“AI 水平遮蔽平面”的上面和下面的 AI 看不透它,例如,可以将它用于限制位于高平台的 AI 不被从平台下面看到。

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AI 水平遮蔽平面属性:

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属性描述
Width默认路径/形状属性。
Height区域的高度
区域编号默认路径/形状属性。
GroupId指定能够使用此遮蔽平面的 AI 组。
Priority默认路径/形状属性。
Closed应设置为关闭状态。
ObstructRoof

AI 导航修改器(废弃)

Note
title废弃
参阅 多层导航网格 以获取更多信息

使用 AI 导航修改器为特殊的航行设置改变一个关卡的导航设置,例如内部区域、飞行导航以及水域导航。

在某些情况下,把它和其他 AI 对象结合使用,例如,与禁区重叠,用作建筑物内部区域,或与 AI 点结合用于内部导航。

Image Added

AI 导航修改器属性:


Image Added属性描述
导航类型设置区域的导航类型,例如飞行将生成飞行类 AI 的导航,“人类路径”将用于人类 AI 的内部路径区域。
WayPointConnections设置人类路径时,此属性就确保了路径连接是自动生成的。
NodeAutoConnectDistance生成导航时,一个点必须和其他点自动连接的距离。
Calculate3DNav关闭时不能生成体积修改器数据。
ThreeDNavVolumeRadius在 3d 导航区域使用的球体体积半径。半径越小,环境描绘就越准确。
*ExtraLinkCostFactor *增加区域内的连接成本,使 AI 导航的可选性降低。这个数值偏高时,AI 选择另外可替代的路线到达终点的可能性会更高。
TriangulationSize指定用于创建动态对象导航的导航三角形的尺寸。
VehiclesInHumanNav影响连接的通过半径,如果将其设置为“是”,则半径将会更大。
LightLevel影响 AI 的视觉能力(包括视力范围和探测速度)
Width默认路径/形状属性。
高度区域高度。
AreaId默认路径/形状属性。
GroupId默认路径/形状属性。
Priority默认路径/形状属性。
Closed指定区域是否是封闭的循环,导航修改器应该一直处于关闭状态。
*ObstructRoof *默认路径/形状属性。
*ObstructFloor *默认路径/形状属性。
DisplayFilled选中时,区域所有封闭的边都填充了颜色。

AI 路径

在关卡中AI 路径是一个用来引导 AI 从点到点沿着指定路线行走的对象。

可以使用 AI 路径影响各式各样的 AI(包括空气和在陆地行驶的载具)。

Image Added

AI 路径的属性:

Image Added

属性描述
Road定义载具使用的路径是否是首选路径。
PathNavType设置路径的 AI 导航类型。
AnchorType使用路径为任何一个 AI 设置 AI 行为。
ValidatePath仅用于 3D 体积路径,在编辑器中核查并显示路径。
Width默认路径/形状属性。
Height默认路径/形状属性。
AreaId默认路径/形状属性。
GroupId指定能够使用这个路径的 AI 组。
Priority默认路径/形状属性。
Closed指定是否是循环路径。
ObstructRoof默认路径/形状属性。
ObstructFloor默认路径/形状属性。
DisplayFilled默认路径/形状属性。

 AI感知修改器

控制AI 感知

PropertyDescription
ReductionPerMetre
ReductionMax
Height
Closed
DisplayFilled

AI 点

AI 点是导航修改器中用于为 AI 生成点以进行彼此导航的一种对象。

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AI 点的属性:

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属性描述
Type
Waypoint将 AI 点类型设置成路径,所以可以将其用于导航区域周围的导航。
Hide设置 AI 点类型所以 AI 可以使用它进行隐藏。
Sec Hide设置 AI 点类型以便 AI 将其当做次要的非首选的点进行隐藏。
Entry/Exit设置 AI 点类型,以便 AI 可以使用它进出从这个点到地形的导航区域。
Exit-Only设置 AI 点类型,以便 AI 可以使用它退出从这个点到地形的导航区域。
Nav Type
人类设置导航类型以便和基于人类的角色兼容。.
3D Surface用于 3D 表面导航(即垂直、倒置等)。
AI 点参数
可删除可以使用 ISYSEVENT_DISABLEMODIFYER 流程图事件禁用带有“可删除”标记的点。
重新生成连接重新生成区域的路径连接。
连接的路径
挑选用户可以挑选一个次要的路径以创建永久的 AI 连接。
挑选不可通过的路径用户可以挑选一个次要的路径以便创建永久的不可通过的连接。
选择在连接路径框中选择当前突出的连接。
删除删除当前突出的路径连接。
全部删除l从 AI 点中删除所有的路径连接。
在区域中全部删除删除导航区域中所有的路径连接。

AI 援军点

定义任意一个 AI 可以使用的相关点来触发它们的强化行为。

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AI 援军点:

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属性描述
AvoidWhenTargetInRadius当目标在距离此点的半径范围之内时,切勿使用该点。
Enabled指定此点是开或关。
GroupBodyCount当设置大于 0 时,如果组内死亡人数少于预测人数,则执行强制调用。
Groupid指定能够使用该点的 AI 组。
Radius半径之内的 AI 将会对此点作出反应。
ReinforcementType激活点后,AI 将会使用的行为。
WhenAllAlerted如果警告组内的所有 AI 则可执行强制调用(黄色警告或更多)。
WhenInCombat如果所有 AI 都处于战斗状态则执行强制调用(红色警告)。

AI 形状

AI 形状是可用于定义 AI 将用于战斗和在里面搜索锚点的区域的对象。

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AI 形状的属性:

Image Added

属性描述
AnchorType和锚点一样用同样的方式影响 AI 行为,主要用于核查点(AI 位置、目标位置等)是否在给定 AnchorType 的形状内部,同时也核查与所给类型锚点的接近性。
LightLevel影响 AI 的视觉能力(包括视力范围和探测速度)。
Width默认路径/形状属性。
Height区域高度。
AreaId默认路径/形状属性。
GroupId指定能够使用该形状的 AI 组。
Priority默认路径/形状属性。
Priority指定是否是循环路径。
ObstructRoof默认路径/形状属性。
ObstructFloor默认路径/形状属性。
DisplayFilled在区域边上显示填充的颜色。

掩护表面

掩护表面

PropertyDescription
Sampler
Limit Left
Limit Right
Limit Depth
Limit Height
Sample Width
Sample Height
Max Start Height
Simplification Threshold

导航区域

参阅 多层导航网格 以获取更多信息

导航种子点

参阅 多层导航网格 以获取更多信息

AI 智能对象

AI 锚点是一个点或点的集合,AI 可以使用 AI 锚点执行特定行动或事件,例如一个动作或一个行为。

可以将特殊几何体指定给一些智能对象以辅助对象布置。

Image Added

  一个智能对象

Image Added

  带有附加布置指导的智能对象。

AI 智能对象属性:

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属性描述
SmartObjectClass指定此对象将要使用的智能对象逻辑规则集。

标记点

AI 标记点是在 AI 脚本中使用的用于定义位置的对象。  

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AI 标记点的属性:

一个 AI 标记点没有任何对象特定参数。

禁区(废弃)

Note
title废弃
参阅 多层导航网格 以获取更多信息

禁区是一个投射到地形上的形状类型对象,定义了关卡中 AI 不能进入并尝试和呆在其外边的区域。

AI 导航修改器可以和禁区结合使用以便在需要时 AI 可以进入禁区。

Image Added

禁区的属性:


Image Added属性描述
Width默认路径/形状属性。
Height默认路径/形状属性。
AreaId默认路径/形状属性。
GroupId默认路径/形状属性。
Priority默认路径/形状属性。
Closed指定区域是否是封闭的循环,禁区应处于关闭状态。
bstructRoof默认路径/形状属性。
ObstructFloor默认路径/形状属性。
DisplayFilled选中时,所有封闭的边都填充了颜色。

禁区边界(废弃)

Note
title废弃
参阅 多层导航网格 以获取更多信息

禁区边界是一个可用于定义 AI 不能通过的关卡边界的形状类型对象。与禁区不同的是,AI 角色在禁区边界内不会尝试和离开区域。

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禁区边界的属性:


Image Added属性描述
Width默认路径/形状属性。
Height默认路径/形状属性。
AreaId默认路径/形状属性。
GroupId指定将会影响此边界的 AI 组。
Priority默认路径/形状属性。
Closed指定区域是否是封闭的循环。
ObstructRoof默认路径/形状属性,不使用。
ObstructFloor默认路径/形状属性,不使用。
isplayFilled选中时,区域所有封闭的边都填充了颜色。



Image Added


Overview

AI control objects are used to control AI entities and their behaviors in the game world. They define a specific behavior for an AI with reference to its location.

In addition, AI control objects define navigation paths or an area for the AI on the terrain, including boundaries and forbidden areas. The objects can be used by AI actors to perform a specific action or event, such as an animation or behavior.

The AI control objects are mostly used with the flow graph scripting feature to design level concepts and scripted or triggered events.


Sections

Table of Contents
maxLevel3
minLevel2

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.

Image Added

Property

Description

AnchorType

Used to affect AI behavior. A type must be chosen from the browse list when clicking within the anchor type box.
The function of a type depends on what a specific AI behavior requires (i.e. SNIPER_SPOT: the AI sniper finds this anchor nearby and goes there to camp).

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.


Info
In general, Smart Objects are a more complex resource for the game engine to process, so where it is possible use AnchorType objects.

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.

Image Added

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)

Expand


Note
titleObsolete
See Multi-Layer Navigation Areas for more information.

The AINavigationModifier is used to alter the navigation setup of a level for special navigational setup, such as internal areas, flight navigation, and water navigation.

In certain situations, it is used in conjunction with other AI objects such as overlapping with forbidden areas for internal sections of buildings, or with AI points for internal navigation.

Image Added

Property

Description

NavType

Sets the navigation type for the area, for example flight will generate navigation for air based AI, and Human Waypoint will be used for internal waypoint areas for human AI.

WayPointConnections

When Human Waypoint is set, this ensures that the waypoint links are auto-generated.

NodeAutoConnectDistance

The distance at which a point must be to be auto connected with other points when generating navigation.

Calculate3DNav

When turned off, data will not be generated for Volume modifiers.

ThreeDNavVolumeRadius

The radius of the sphere volumes used in 3d navigation areas. The smaller the radius, the more accurate the representation of the environment is.

ExtraLinkCostFactor

Increases the cost of the links in the area, making it a less preferable choice for AI navigation. When this value is high, AI will have a higher chance to take an alternative route to their destination.

TriangulationSize

Specifies the size of the navigational triangles used to create dynamic object navigation.

VehiclesInHumanNav

Affects the pass radius of links, if set to true - will make the radius bigger.

LightLevel

Affects AI's ability to see (including sight range and speed of detection).

Width


Height

The height of the area.

AreaId


GroupId


Priority


Closed

Specifies if the area is a closed loop or not. Navigation Modifier should always be closed.

ObstructRoof


ObstructFloor


DisplayFilled

When checked, all closed sides of the area are filled with color.


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.

Note

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.

Image Added

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:

  • Flight
  • Free 2D
  • Road
  • Smart Object
  • Triangular
  • Unset
  • Volume
  • Waypoint 3D Surface
  • Waypoint Human

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

PropertyDescription
ReductionPerMetre
ReductionMax
Height
Closed
DisplayFilled

AIPoint (Obsolete)

Expand


Note
titleObsolete
See Multi-Layer Navigation Areas for more information.

An AI Point is an object used within a Navigation Modifier, which is to generate points for the AI to navigate between.

Image Added

Image Added

PropertyDescription
Type


Waypoint

Sets the AI Point type to waypoint so it can be used for navigation around the nav area

Hide

Sets the AI Point type so AI can use it to hide

Sec Hide

Sets the AI Point type so that AI can use it as a secondary, less preferred point to hide

Entry/Exit

Sets the AI Point type so that AI can use it to enter and exit a nav area from this point to terrain

Exit-Only

Sets the AI Point type so that AI can use it to exit a nav area from this point to terrain

Nav Type


Human

Sets the navigation type to be compatible with human based characters

3D Surface

Used for navigating 3D (i.e. vertical, upside-down, etc) surfaces

AIPoint Parameters


Removable

Points with this flag can be disabled by using ISYSEVENT_DISABLEMODIFYER flowgraph event

Regen Links

Regenerates the waypoint links for the area

Linked Waypoints


Pick

Allows the user to pick a second waypoint to create a permanent AI link

Pick Impass

Allows the user to pick a second waypoint to create a perminant non-passable link

Select

Selects the currently highlighted link in the linked waypoints box

Remove

Removes the currently highlighted waypoint links

Remove all

Removes all waypoint links from the AI Point

Remove all in area

Removes all waypoint links in the nav area


AIReinforcementSpot

Defines a point at which any relevant AI can use to trigger their reinforcement behavior.

Image Added

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.

Image Added

Property

Description

AnchorType

Affects AI behaviors in the same way as the anchors do
The main usage is to check if a point (AI position, target position, etc) is inside a shape of a given AnchorType, in the same way as checking the proximity to an anchor of a given type

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:

Image Added

If it's too far away from solid geometry or not properly rotated to face geometry, it can easily become invalid:

Image Added

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



Image AddedImage Added
Limit Right = 2.35Limit Right = 4.75


Image AddedImage Added
Limit Height = 0.7Limit 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.

Image Added
A smart object.

Image Added
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.

Image Added

An AI Tagpoint does not have any object-specific parameters.

Forbidden Area (Obsolete)

Expand


Note
titleObsolete
See Multi-Layer Navigation Areas for more information.

A forbidden area a shape type object, which is projected onto the terrain, defining areas in the level in which AI will not go into and will try and avoid.

AI Navigation Modifiers can be used in conjunction with Forbidden Areas to allow AI access to them when required.

Image Added

Property

Description

Width


Height


AreaId


GroupId


Priority


Closed

Specifies if the area is a closed loop or not. Forbidden areas should be closed

ObstructRoof


ObstructFloor


DisplayFilled

When checked, all closed sides of the area are filled with color.


Forbidden Boundary (Obsolete)

Expand


Note
titleObsolete
See Multi-Layer Navigation Areas for more information.

A forbidden boundary is a shape type object, which can be used to define borders in your level which AI will not cross over. Unlike a Forbidden Area, an AI character will not try and leave the area inside a forbidden boundary.

Image Added

Property

Description

Width


Height


AreaId


GroupId

Specifies the AI group that will be affected by this boundary

Priority


Closed

Specifies if the area is a closed loop or not

ObstructRoof


ObstructFloor


DisplayFilled

When checked, all closed sides of the area are filled with color




Excerpt
hiddentrue

This topic explains how to use an AI object to control AI entities/actors.


Chinese

综述

在游戏世界中使用 AI 控制对象来控制 AI 实体以及它们的行为,用 AI 的位置做参考来定义 AI 的特定行为。

此外,AI 控制对象定义了 AI 在地形上的导航路径或区域(包括边界和禁区),AI 玩家可以使用对象去执行特定的行动或事件,例如一个动作或行为。

AI 控制对象主要和流程图脚本编写功能一起使用以设计关卡概念和脚本化事件或触发事件。



AI 锚点

以锚点的位置和/或方向作为参考,可以使用 AI 锚点这个位置点对象来定义 AI 的特定行为。

 


AI 锚点的属性:

属性描述
AnchorType用于影响 AI 行为,在“锚点类型”框中单击时必须从浏览列表中选择一个类型。类型的功能取决于 AI 行为的特定要求(即 SNIPER_SPOT:AI 狙击手发现了附近的这个锚点并去那里扎营)。
Enabled指定这个点是开还是关。
GroupId指定能够使用这个锚点的 AI 组。
Radius锚点周围半径,其设置以米为单位,并且可以根据锚点的类型用于不同用途(即 AI 在其半径范围之内发现了 SNIPER_SPOT)。
SmartObjectClass设置时,锚点变成了智能对象,并且根据 SO 系统的规则可以和其它 SO 交互。


Info
title注意
一般而言,智能对象对于游戏引擎来说是一个处理起来比较复杂的资源,所以要尽可能使用AnchorType 对象。

AI 水平遮蔽平面

在“AI 水平遮蔽平面”的上面和下面的 AI 看不透它,例如,可以将它用于限制位于高平台的 AI 不被从平台下面看到。

AI 水平遮蔽平面属性:

属性描述
Width默认路径/形状属性。
Height区域的高度
区域编号默认路径/形状属性。
GroupId指定能够使用此遮蔽平面的 AI 组。
Priority默认路径/形状属性。
Closed应设置为关闭状态。
ObstructRoof 

AI 导航修改器(废弃)

Note
title废弃
参阅 多层导航网格 以获取更多信息

使用 AI 导航修改器为特殊的航行设置改变一个关卡的导航设置,例如内部区域、飞行导航以及水域导航。

在某些情况下,把它和其他 AI 对象结合使用,例如,与禁区重叠,用作建筑物内部区域,或与 AI 点结合用于内部导航。

AI 导航修改器属性:

 


属性描述
导航类型设置区域的导航类型,例如飞行将生成飞行类 AI 的导航,“人类路径”将用于人类 AI 的内部路径区域。
WayPointConnections设置人类路径时,此属性就确保了路径连接是自动生成的。
NodeAutoConnectDistance生成导航时,一个点必须和其他点自动连接的距离。
Calculate3DNav关闭时不能生成体积修改器数据。
ThreeDNavVolumeRadius在 3d 导航区域使用的球体体积半径。半径越小,环境描绘就越准确。
*ExtraLinkCostFactor *增加区域内的连接成本,使 AI 导航的可选性降低。这个数值偏高时,AI 选择另外可替代的路线到达终点的可能性会更高。
TriangulationSize指定用于创建动态对象导航的导航三角形的尺寸。
VehiclesInHumanNav影响连接的通过半径,如果将其设置为“是”,则半径将会更大。
LightLevel影响 AI 的视觉能力(包括视力范围和探测速度)
Width默认路径/形状属性。
高度区域高度。
AreaId默认路径/形状属性。
GroupId默认路径/形状属性。
Priority默认路径/形状属性。
Closed指定区域是否是封闭的循环,导航修改器应该一直处于关闭状态。
*ObstructRoof *默认路径/形状属性。
*ObstructFloor *默认路径/形状属性。
DisplayFilled选中时,区域所有封闭的边都填充了颜色。

AI 路径

在关卡中AI 路径是一个用来引导 AI 从点到点沿着指定路线行走的对象。

可以使用 AI 路径影响各式各样的 AI(包括空气和在陆地行驶的载具)。

AI 路径的属性:

属性描述
Road定义载具使用的路径是否是首选路径。
PathNavType设置路径的 AI 导航类型。
AnchorType使用路径为任何一个 AI 设置 AI 行为。
ValidatePath仅用于 3D 体积路径,在编辑器中核查并显示路径。
Width默认路径/形状属性。
Height默认路径/形状属性。
AreaId默认路径/形状属性。
GroupId指定能够使用这个路径的 AI 组。
Priority默认路径/形状属性。
Closed指定是否是循环路径。
ObstructRoof默认路径/形状属性。
ObstructFloor默认路径/形状属性。
DisplayFilled默认路径/形状属性。

 AI感知修改器

控制AI 感知

PropertyDescription
ReductionPerMetre 
ReductionMax 
Height 
Closed 
DisplayFilled 

AI 点

AI 点是导航修改器中用于为 AI 生成点以进行彼此导航的一种对象。

AI 点的属性:

属性描述
Type 
Waypoint将 AI 点类型设置成路径,所以可以将其用于导航区域周围的导航。
Hide设置 AI 点类型所以 AI 可以使用它进行隐藏。
Sec Hide设置 AI 点类型以便 AI 将其当做次要的非首选的点进行隐藏。
Entry/Exit设置 AI 点类型,以便 AI 可以使用它进出从这个点到地形的导航区域。
Exit-Only设置 AI 点类型,以便 AI 可以使用它退出从这个点到地形的导航区域。
Nav Type 
人类设置导航类型以便和基于人类的角色兼容。.
3D Surface用于 3D 表面导航(即垂直、倒置等)。
AI 点参数 
可删除可以使用 ISYSEVENT_DISABLEMODIFYER 流程图事件禁用带有“可删除”标记的点。
重新生成连接重新生成区域的路径连接。
连接的路径 
挑选用户可以挑选一个次要的路径以创建永久的 AI 连接。
挑选不可通过的路径用户可以挑选一个次要的路径以便创建永久的不可通过的连接。
选择在连接路径框中选择当前突出的连接。
删除删除当前突出的路径连接。
全部删除l从 AI 点中删除所有的路径连接。
在区域中全部删除删除导航区域中所有的路径连接。

AI 援军点

定义任意一个 AI 可以使用的相关点来触发它们的强化行为。

AI 援军点:

属性描述
AvoidWhenTargetInRadius当目标在距离此点的半径范围之内时,切勿使用该点。
Enabled指定此点是开或关。
GroupBodyCount当设置大于 0 时,如果组内死亡人数少于预测人数,则执行强制调用。
Groupid指定能够使用该点的 AI 组。
Radius半径之内的 AI 将会对此点作出反应。
ReinforcementType激活点后,AI 将会使用的行为。
WhenAllAlerted如果警告组内的所有 AI 则可执行强制调用(黄色警告或更多)。
WhenInCombat如果所有 AI 都处于战斗状态则执行强制调用(红色警告)。

AI 形状

AI 形状是可用于定义 AI 将用于战斗和在里面搜索锚点的区域的对象。

AI 形状的属性:

属性描述
AnchorType和锚点一样用同样的方式影响 AI 行为,主要用于核查点(AI 位置、目标位置等)是否在给定 AnchorType 的形状内部,同时也核查与所给类型锚点的接近性。
LightLevel影响 AI 的视觉能力(包括视力范围和探测速度)。
Width默认路径/形状属性。
Height区域高度。
AreaId默认路径/形状属性。
GroupId指定能够使用该形状的 AI 组。
Priority默认路径/形状属性。
Priority指定是否是循环路径。
ObstructRoof默认路径/形状属性。
ObstructFloor默认路径/形状属性。
DisplayFilled在区域边上显示填充的颜色。

掩护表面

掩护表面

PropertyDescription
Sampler 
Limit Left 
Limit Right 
Limit Depth 
Limit Height 
Sample Width 
Sample Height 
Max Start Height 
Simplification Threshold 

导航区域

参阅 多层导航网格 以获取更多信息

导航种子点

参阅 多层导航网格 以获取更多信息

AI 智能对象

AI 锚点是一个点或点的集合,AI 可以使用 AI 锚点执行特定行动或事件,例如一个动作或一个行为。

可以将特殊几何体指定给一些智能对象以辅助对象布置。

  一个智能对象

  带有附加布置指导的智能对象。

AI 智能对象属性:

属性描述
SmartObjectClass指定此对象将要使用的智能对象逻辑规则集。

标记点

AI 标记点是在 AI 脚本中使用的用于定义位置的对象。  

AI 标记点的属性:

一个 AI 标记点没有任何对象特定参数。

禁区(废弃)

Note
title废弃
参阅 多层导航网格 以获取更多信息

禁区是一个投射到地形上的形状类型对象,定义了关卡中 AI 不能进入并尝试和呆在其外边的区域。

AI 导航修改器可以和禁区结合使用以便在需要时 AI 可以进入禁区。

禁区的属性: 


属性描述
Width默认路径/形状属性。
Height默认路径/形状属性。
AreaId默认路径/形状属性。
GroupId默认路径/形状属性。
Priority默认路径/形状属性。
Closed指定区域是否是封闭的循环,禁区应处于关闭状态。
bstructRoof默认路径/形状属性。
ObstructFloor默认路径/形状属性。
DisplayFilled选中时,所有封闭的边都填充了颜色。

禁区边界(废弃)

Note
title废弃
参阅 多层导航网格 以获取更多信息

禁区边界是一个可用于定义 AI 不能通过的关卡边界的形状类型对象。与禁区不同的是,AI 角色在禁区边界内不会尝试和离开区域。

禁区边界的属性: 


属性描述
Width默认路径/形状属性。
Height默认路径/形状属性。
AreaId默认路径/形状属性。
GroupId指定将会影响此边界的 AI 组。
Priority默认路径/形状属性。
Closed指定区域是否是封闭的循环。
ObstructRoof默认路径/形状属性,不使用。
ObstructFloor默认路径/形状属性,不使用。
isplayFilled选中时,区域所有封闭的边都填充了颜色。