Shooting
Setting up the shooting system for AI.
Last updated
Setting up the shooting system for AI.
Last updated
Name
Description
Physics Shooting
Meets the logic of firing physical bullets for AI.
RayCast Shooting
Meets the logic of firing beams for AI.
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.
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.
Name
Description
Randomize
Random delay between queues.
Delay
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.
Name
Description
Bullet Count
The number of cartridges in the horn after reloading.
Reload Time
Reload time.
Reload Sound
The sound of reloading.
Name
Description
Fire State
Animation of shooting.
Reload State
Animation of reloading.
After that, in each floor, you need to write the name of the animation, the animation layer and the transition time to this animation.
Name
Description
Delay Time
The waiting time after the target has disappeared from the field of view.
Search Steps
The number of search attempts after the goal was lost.
Search Step Radius
The radius in which the AI will search for the lost target.
The algorithm for choosing a shelter.
Name
Description
Any Available
Any available shelter.
Nearest
The nearest shelter.
Distant
Distant shelter.
By name: initialization by object name.
Manual: by dragging the Cover Map.
Name
Description
Audio Source
Here you need to pass a link to the Audio Source of our AI.
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.
Name
Description
First
Selects the first target seen.
Nearest
Selects the nearest target.
Distant
Selects a target at a certain distance.
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.
Name
Description
Randomize
Random delay between queues.
Delay
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.
Spread Multiplier - the coefficient of increasing the spread.
Name
Description
Bullet Count
The number of cartridges in the horn after reloading.
Reload Time
Reload time.
Reload Sound
The sound of reloading.
Name
Description
Fire State
Animation of shooting.
Reload State
Animation of reloading.
After that, in each floor, you need to write the name of the animation, the animation layer and the transition time to this animation.
Name
Description
Delay Time
The waiting time after the target has disappeared from the field of view.
Search Steps
The number of search attempts after the goal was lost.
Search Step Radius
The radius in which the AI will search for the lost target.
The algorithm for choosing a shelter.
Name
Description
Any Available
Any available shelter.
Nearest
The nearest shelter.
Distant
Distant shelter.
By name: initialization by object name.
Manual: by dragging the Cover Map.
Name
Description
Audio Source
Here you need to pass a link to the Audio Source of our AI.
Name
Description
Line Renderer Effect
Here we pass the Ray Trail component from our bullet.
Decal Mapping
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.
Here we pass a link to