Shooting
Setting up the shooting system for AI.
Last updated
Setting up the shooting system for AI.
Last updated
Responsible for the type of choice the object of persecution.
Here we put a link to the vision component for AI.
To adjust the vision, read the:
The point where the bullets will fly out.
Here we put the bullet we created.
Additional bullet momentum.
The number of shots fired per minute.
The number of cartridges produced per turn.
We put here a link to the sound effects when shooting.
Responsible for the effects when shooting.
Example:
When shooting, a cartridge flies out of the chamber or a flame appears at the muzzle from the shot.
After that, in each floor, you need to write the name of the animation, the animation layer and the transition time to this animation.
The algorithm for choosing a shelter.
By name: initialization by object name.
Manual: by dragging the Cover Map.
Target Behavior: responsible for the state that the AI will go to when it loses the target.
Events that will occur when entering the state.
Events that will occur when exiting the state.
Responsible for the type of choice the object of persecution.
Here we put a link to the vision component for AI.
To adjust the vision, read the:
The point where the bullets will fly out.
Here we put the bullet we created.
Additional bullet momentum.
Layers with which it can interact.
The number of shots fired per minute.
The number of cartridges produced per turn.
We put here a link to the sound effects when shooting.
Responsible for the effects when shooting.
Example:
When shooting, a cartridge flies out of the chamber or a flame appears at the muzzle from the shot.
Spread Multiplier - the coefficient of increasing the spread.
After that, in each floor, you need to write the name of the animation, the animation layer and the transition time to this animation.
The algorithm for choosing a shelter.
By name: initialization by object name.
Manual: by dragging the Cover Map.
Ray Trail - responsible for drawing the bullet.
Target Behavior: responsible for the state that the AI will go to when it loses the target.
Events that will occur when entering the state.
Events that will occur when exiting the state.