Hi, as promised in the video, here's a list of the new AI properties. These appear when you right click on a character.
Alignment
Sets whether the character is an enemy or friend, and neutral means they are not involved
At start
Sets the behaviour when the character is first created
If see
Sets the behaviour when the character sees their target
If triggered
Sets the behaviour when the character is activated by a trigger event
If hurt
Sets the behaviour when the character is hurt past the hurt value
Hurt value
Sets the threshold below which the character is considered to be hurt
Can strafe?
Sets whether the character can strafe side to side or not
Can duck?
Sets whether the character can duck or not during combat
Can hear?
Sets whether the character can hear any sound made in the game
Loaded weapon?
Sets whether the characters weapon is loaded when they are created
Attack range
Sets how close the character should get to the target
View range
Sets the range at which the character will be able to see their target
Max range
Sets the maximum range beyond which the character cannot hear or be aware of others
Texture array
Set this value between 1 and 5 to choose a texture variation, zero chooses one randomly
Show health?
Sets whether a health bar is displayed for the character or not
Air capacity
Sets the amount of air the player can hold in their lungs before damage is taken
Refraction pattern
Set this value between 1 and 10 to choose a refraction pattern, zero chooses one randomly
The four actions available in the behaviour combos are:
NO ACTION
Performs no alternative action, and resorts to the characters natural reactions based on the condition. This normally is to let the automated AI take charge. In the case of friendly characters, this default setting will keep the ally stationary at their start location until the player is within their range.
INSTANT ATTACK
Forces the character into an aggressive posture, where they will attack their target immediately, ignoring what they where doing before.
TAKE COVER
Forces the character to immediately take cover at the nearest available duck zone marker. A marker is available if no other character is using it. If there are no markers, the character defaults to an aggressive stance and attacks immediately.
PATROL AREA
Forces the character to stop attacking/defending their target, and switch to a patrol behaviour where they move around their present location looking for new targets. If any targets are in sight, or their old target is still in view, they will immediate abandon the patrol and begin their attack.
Rick
Financial Director
TGC Team
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