Actions

AI Tab

From Shoot Em Up Kit

Introduction

AItab.png AI options are available for NPCs and NPC Generators.
The AI options can be combined to provide more complex behaviours.
Each AI type can have a weighting which controls the amount of influence each AI type has on the behaviour of the NPC.
To edit or add AI behaviours go to the AI tab for the entity - this is accessed by selecting an entity in the Level Editor
Click the Delete icon Deletebtn.png to remove an AI type, the type name to change an AI type or the Add AI Type button to add a new AI type.
You can also add new AI States by clicking the Add AI State button. The NPC's AI State is changed when it receives an AI Event



AI Types - General

None


No AI. The NPC will not move or fire.


AI Types - Fire

Fire

The NPC will fire from the selected weapon.

Parameters:

Fire Button Sets a virtual button to fire the weapon.
Frequency Min and Max The minimum and maximum amount of time between shots. In game the time will be a random value between the two values.
Min and Max Angle The minimum and maximum angle the enemy should be from the NPC before it fires.
Proximity How close the enemy must be before the NPC fires.
Avoid Team Check to prevent firing at entities in the same team as the NPC.


AI Types - Movement

Move -X

The NPC will move in the -X direction.

There are no parameters for this AI type.


Move -Y

The NPC will move in the -Y direction.

There are no parameters for this AI type.


Move -Z

The NPC will move in the -Z direction.

There are no parameters for this AI type.


Move +X

The NPC will move in the +X direction.

There are no parameters for this AI type.


Move +Y

The NPC will move in the +Y direction.

There are no parameters for this AI type.


Move +Z

The NPC will move in the +Z direction.

There are no parameters for this AI type.


Move Direction

The NPC will move in the set direction.

Parameters:

Direction NPC move direction (X, Y and Z component).


Move Forwards

The NPC will move forwards.

There are no parameters for this AI type.


Move Backwards

The NPC will move backwards.

There are no parameters for this AI type.


Move Left

The NPC will move to its left.

There are no parameters for this AI type.


Move Right

The NPC will move to its right.

There are no parameters for this AI type.


AI Types - Rotation

Rotate -Yaw

The NPC will rotate in the -Yaw direction.

Parameters:

Speed Multiplier Allows NPC to rotate faster (if more than 1) or slower (if less than 1) than its default speed as set in the NPC Definition.


Rotate -Pitch

The NPC will rotate in the -Pitch direction.

Parameters:

Speed Multiplier Allows NPC to rotate faster (if more than 1) or slower (if less than 1) than its default speed as set in the NPC Definition.


Rotate -Roll

The NPC will rotate in the -Roll direction.

Parameters:

Speed Multiplier Allows NPC to rotate faster (if more than 1) or slower (if less than 1) than its default speed as set in the NPC Definition.


Rotate +Yaw

The NPC will rotate in the +Yaw direction.

Parameters:

Speed Multiplier Allows NPC to rotate faster (if more than 1) or slower (if less than 1) than its default speed as set in the NPC Definition.


Rotate +Pitch

The NPC will rotate in the +Pitch direction.

Parameters:

Speed Multiplier Allows NPC to rotate faster (if more than 1) or slower (if less than 1) than its default speed as set in the NPC Definition.


Rotate +Roll

The NPC will rotate in the +Roll direction.

Parameters:

Speed Multiplier Allows NPC to rotate faster (if more than 1) or slower (if less than 1) than its default speed as set in the NPC Definition.


Turn Towards

The NPC will turn towards the selected entity. This AI type should only be used with NPCs with a movement style that allows rotation.

Parameters:

Entity The Entity to be tracked.
Reaction Min and Max The minimum and maximum reaction time. The in-game reaction time is a random value between the two. A lower value is more responsive while a higher value can look more life-like.


AI Types - Respond to Enemy

Chase

The NPC will chase the selected entity.

Parameters:

Entity The Entity to be chased.
Reaction Min and Max The minimum and maximum reaction time. The in-game reaction time is a random value between the two. A lower value is more responsive while a higher value can look more life-like.
Proximity How close the enemy must be before the NPC will chase it.


Evade

The NPC will move away from the selected entity.

Parameters:

Entity The Entity to be evaded.
Reaction Min and Max The minimum and maximum reaction time. The in-game reaction time is a random value between the two. A lower value is more responsive while a higher value can look more life-like.


Match X

The NPC will move to the same position on the X axis as the selected entity.

Parameters:

Entity The Entity to be matched.
Reaction Min and Max The minimum and maximum reaction time. The in-game reaction time is a random value between the two. A lower value is more responsive while a higher value can look more life-like.
Proximity How close the entity must be before the NPC moves to match its X position.


Match Y

The NPC will move to the same position on the Y axis as the selected entity.

Parameters:

Entity The Entity to be matched.
Reaction Min and Max The minimum and maximum reaction time. The in-game reaction time is a random value between the two. A lower value is more responsive while a higher value can look more life-like.
Proximity How close the entity must be before the NPC moves to match its Y position.


Match Z

The NPC will move to the same position on the Z axis as the selected entity.

Parameters:

Entity The Entity to be matched.
Reaction Min and Max The minimum and maximum reaction time. The in-game reaction time is a random value between the two. A lower value is more responsive while a higher value can look more life-like.
Proximity How close the entity must be before the NPC moves to match its Z position.


AI Types - Other

Scatter

The NPC will move to a random position on the specified plane which is between Distance Min and Distance Max from its current position.

Parameters:

Plane The Plane the new position should be on.
Distance Min and Max The minimum and maximum distance for the NPC to move. The distance moved in-game will be a random value between the two.


Move Random

The NPC will move in a random direction on the specified plane. It will periodically choose a new random direction, based on the Duration Min and Duration Max values.

Parameters:

Plane The Plane which the new position should be on.
Duration Min and Max The minimum and maximum time before the NPC chooses another direction. The in-game time will be a random value between the two.


Follow Spline

The NPC will follow the specified spline. Different behaviours can be set for when the NPC reaches the end of the spline.

Parameters:

Spline The spline to be followed.
At End of Spline Action to perform when at the end of the spline. Choose from Stop, Loop, Reverse or Repeat.


Follow Spline Shape

The NPC will follow the shape of the specified spline starting from it's current position. Different behaviours can be set for when the NPC reaches the end of the spline.

Parameters:

Spline The spline to be followed.
At End of Spline Action to perform when at the end of the spline. Choose from Stop, Loop, Reverse or Repeat.


Swing

The NPC will rotate back and forth, for example for a gun turret or searchlight.

Parameters:

Direction The direction to rotate in.
Angle Range The angle the NPC will rotate through before swinging back.


AI Types - Self Destruct

Destroy At Point

The NPC will go to either the current position of an Entity or to a specified position. When it reaches that position it will be destroyed.

Parameters:

Entity An optional Entity for the NPC to move to. The NPC will move to the position the Entity was at when the Destroy At Point AI type was first activated.
Position An optional position for the NPC to move to.


Destroy On Timer

The NPC will be destroyed after a set time.

Parameters:

Time The number of seconds before the NPC is destroyed.


Destroy On Distance

The NPC will be destroyed when it has travelled a set distance.

Parameters:

Distance The distance travelled before the NPC is destroyed.


AI Types - Formations

Formation

The NPC will join the specified formation.

Parameters:

Formation The Formation the NPC should join.
Node How NPCs should be added to the formation. Choose from Sequential, Closest, Furthest or Random.


AI Types - Teleport

Step X

The NPC will jump the specified distance in the X direction.

Parameters:

Distance Distance to jump.


Step Y

The NPC will jump the specified distance in the Y direction.

Parameters:

Distance Distance to jump.


Step Z

The NPC will jump the specified distance in the Z direction.

Parameters:

Distance Distance to jump.


Step Direction

The NPC will jump the specified distance and direction.

Parameters:

Distance X Distance to jump in the X direction.
Distance Y Distance to jump in the Y direction.
Distance Z Distance to jump in the Z direction.


Step Forward

The NPC will jump the specified distance forwards.

Parameters:

Distance Distance to jump.


Step Backwards

The NPC will jump the specified distance backwards.

Parameters:

Distance Distance to jump.


Step Left

The NPC will jump the specified distance to the left.

Parameters:

Distance Distance to jump.


Step Right

The NPC will jump the specified distance to the right.

Parameters:

Distance Distance to jump.


AI Types - States

Change State at Point

Change AI State at the specified point.

Parameters:

AI State The AI State to change to.
Threshold The distance from the point to consider it hit.
Position X The X value of the Position
Position Y The Y value of the Position
Position Z The Z value of the Position


Change State on Timer

Change AI State after the specified time.

Parameters:

AI State The AI State to change to.
Time The time until the AI State should change.


Change State on Distance Travelled

Change AI State after the NPC has travelled the specified distance.

Parameters:

AI State The AI State to change to.
Distance The distance to travel before the AI State should change.


Change State on Enemy Proximity

Change AI State when an enemy is within the specified distance.

Parameters:

AI State The AI State to change to.
Proximity The distance the enemy should be within before the AI State should change.


Change State when Damaged Enemy

Change AI State when an enemy has been damaged.

Parameters:

AI State The AI State to change to.


Change State when Received Damage

Change AI State when an enemy has damaged this NPC.

Parameters:

AI State The AI State to change to.


Change State on AI Event

Change AI State when the specified AI Event is received.

Parameters:

AI State The AI State to change to.
AI Event The AI Event to be received to trigger the AI State change.


Change State on Trigger

Change AI State when the specified Trigger is hit.

Parameters:

AI State The AI State to change to.
Trigger The Trigger that will activate the state change when hit.


AI Types - AI Event

Send AI Event

The specified AI Event will be broadcast. This can be used to change an AI State.

Parameters:

AI Event The AI Event to broadcast.