Aurora FPS Engine
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On this page
  • Follow
  • Target Selection:
  • Field Of View :
  • Patrol
  • Patrol Type:
  • Load Map:
  • Tolerance:
  • Run Away
  • Field Of View:
  • MIn Distance:

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  1. Artificial Intelligence
  2. Configurate AI
  3. Behaviour
  4. Default Behavior

Locomotion

PreviousDefault BehaviorNextCombat

Last updated 3 years ago

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Name

Description

Follow

The AI will follow certain objects.

Patrol

The AI will move around a set of points, issuing patrols.

Run Away

The AI will run away from certain objects.

Follow

Target Selection:

Responsible for the type of choice the object of persecution.

Name

Description

First

Selects the first target seen.

Nearest

Selects the nearest target.

Distant

Selects a target at a certain distance.

Field Of View :

Here we put a link to the vision component for AI.

To adjust the vision, read the:

Patrol

Patrol Type:

Responsible for the order of selection of patrol points.

Name

Description

Random

The points will be selected randomly.

Sequential

The points will be selected alternately.

Finite

If we reach the last point, then we finish patrolling.

Load Map:

Responsible for patrol points.

Name

Description

Manual

Uses a ready-made Way Point Map.

Automatically

He searches for his Way Point Map by its name

Manual

Name

Description

Map

Automatically

Name

Description

Map Name

Tolerance:

The distance between the point that you can ignore and go to the next point.

Run Away

Field Of View:

MIn Distance:

The distance to the object starting from which the AI will run away.

Here we put a link to the .

Here we put the name of the object on which the is located.

The division into Manual and Automatically for the moments when the may not be set, but will be generated during operation, in this case, you will need to use Automatically.

Here we put a link to the for AI.

Vision
Way Point Map
vision component
Way Point Map
Way Point Map