Game logic - AI Behavior – Ylands
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=Description= | =Description= | ||
*AI behaviour is a game logic allows to set up behaviour to entities (animals, NPC). | *AI behaviour is a game logic allows to set up behaviour to entities (animals, NPC). Double click on animal on NPC to select AI behavior logic. | ||
[[Image:Ylands_AIBehaviour.jpg|right|400px|]] | [[Image:Ylands_AIBehaviour.jpg|right|400px|]] | ||
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*Ignore player - no action, just ignore. | *Ignore player - no action, just ignore. | ||
*Non-aggressive - neutral behaviour. | *Non-aggressive - neutral behaviour. | ||
=Radius and distance= | |||
*Detection radius - the radius at which the AI detects the player. | |||
*Flee radius - the radius at which the AI will walk | |||
*Minimum fear distance - the distance from which AI can start to run away from the character | |||
=Behaviour type:= | =Behaviour type:= |
Revision as of 09:47, 28 November 2019
Description
- AI behaviour is a game logic allows to set up behaviour to entities (animals, NPC). Double click on animal on NPC to select AI behavior logic.
Properties
Aggressivity settings:
- Aggressive - will attack player.
- Flee on sight - start running on sight.
- Ignore player - no action, just ignore.
- Non-aggressive - neutral behaviour.
Radius and distance
- Detection radius - the radius at which the AI detects the player.
- Flee radius - the radius at which the AI will walk
- Minimum fear distance - the distance from which AI can start to run away from the character
Behaviour type:
- Stand - stands on the waypoint, idling.
- Loiter - walks randomly in a limited area around waypoint.
- Patrol - walks in selected zone. Possible to set up between reference points.