Meets the logic of firing physical bullets for AI.
Meets the logic of firing beams for AI.
Physics Shooting
Vision Settings
Target Selection:
Responsible for the type of choice the object of persecution.
Selects the first target seen.
Selects the nearest target.
Selects a target at a certain distance.
Here we put a link to the vision component for AI.
To adjust the vision, read the:
VisionThe point where the bullets will fly out.
Here we put the bullet we created.
Impulse Amplifier:
Additional bullet momentum.
The number of shots fired per minute.
The number of cartridges produced per turn.
Random delay between queues.
The delay between queues.
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.
Reload Settings
The number of cartridges in the horn after reloading.
Animation Settings
After that, in each floor, you need to write the name of the animation, the animation layer and the transition time to this animation.
Search Settings
The waiting time after the target has disappeared from the field of view.
The number of search attempts after the goal was lost.
The radius in which the AI will search for the lost target.
Cover Behaviour
The algorithm for choosing a shelter.
Cover Map Initialization
By name: initialization by object name.
Manual: by dragging the Cover Map.
Here you need to pass a link to the Audio Source of our AI.
Default Transition
Target Behavior: responsible for the state that the AI will go to when it loses the target.
On Enable Event ()
Events that will occur when entering the state.
On Disable Event ()
Events that will occur when exiting the state.
RayCast Shooting
Vision Settings
Target Selection:
Responsible for the type of choice the object of persecution.
Selects the first target seen.
Selects the nearest target.
Selects a target at a certain distance.
Here we put a link to the vision component for AI.
To adjust the vision, read the:
VisionThe point where the bullets will fly out.
Here we put the bullet we created.
Impulse Amplifier:
Additional bullet momentum.
Layers with which it can interact.
The number of shots fired per minute.
The number of cartridges produced per turn.
Random delay between queues.
The delay between queues.
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.
Accuracy Settings
Spread Multiplier - the coefficient of increasing the spread.
Reload Settings
The number of cartridges in the horn after reloading.
Animation Settings
After that, in each floor, you need to write the name of the animation, the animation layer and the transition time to this animation.
Search Settings
The waiting time after the target has disappeared from the field of view.
The number of search attempts after the goal was lost.
The radius in which the AI will search for the lost target.
Cover Behaviour
The algorithm for choosing a shelter.
Cover Map Initialization
By name: initialization by object name.
Manual: by dragging the Cover Map.
Here you need to pass a link to the Audio Source of our AI.
Effect Settings
Here we pass the Ray Trail component from our bullet.
Default Transition
Target Behavior: responsible for the state that the AI will go to when it loses the target.
On Enable Event ()
Events that will occur when entering the state.
On Disable Event ()
Events that will occur when exiting the state.