Thursday, October 7, 2010

Week 3 - Flow-graph Mastery

Node 1 – AI:AlertnessFilter

This node allows for the AI to be aware of enemy AI’s and engage them in combat. In this Mastery, the AI squad members follow my character and engage in combat with the enemy AI’s.



Inputs

Name:

Type

Technical Name:

Default Value:

Descriptions:

entityId Port

Entity

entityId

0

Changes the attached entity dynamically

Threshold Port

Integer

Threshold

1

The alertness level needed to output the values on the Input port to the High port. If current alertness is less than this then the values are sent to the Low output port.

Input Port

Integer

Input

0

The group ID of the group to get the alertness from

Outputs

Name:

Type

Technical Name:

Default Value:

Descriptions:

Low Port

Any

Low

None

Outputs here all values passed on Input if current alertness is less than threshold value

High Port

Any

High

None

Outputs here all values passed on Input if current alertness is equal or greater than threshold value

Cry Wiki - Flowgraph Nodes Viewed 7/09/10



Node 2 - AI: AIExecute

This Node allows the AI to perform a task. In this mastery, the AI’s run from point to point across the map, follow a spawning entity.




Inputs

Name:

Type:

Technical Name:

Default Value:

Descriptions:

EntityId Port

Entity

EntityId

0

Changes the attached entity dynamically

Sync Port

Any

sink

None

For synchronization only

Cancel Port

Any

cancel

None

Cancels execution

ObjectId Port

Entity

objectId

0

Entity ID of the object on which the agent should execute AI Action

Action Port

String

soaction_action

Not specified

AI action to be executed

MaxAlertness Port

Integer

maxAlertness

2

Maximum alertness which allows execution (0, 1 or 2)

HighPriority Port

Boolean

HighPriority

1

Action priority - use to force the action to be finished (except if alertness get higher)

Outputs


Type:

Technical Name:

Default Value:

Descriptions:

done Port

Entity

done

None

Action done

succeed Port

Entity

succeed

None

Action done successfully

fail Port

Entity

fail

None

Action failed

Cry Wiki - Flowgraph Nodes Viewed 7/09/10


Node 3 – AI: AIFollowPathSpeedStance

This node allows an AI to follow a path set out by the user. Users can edit the speed and stance of the AI as well as how many times the loop is run. In this Mastery, the AI gets into a car which follows a path around the environment.



Inputs

Type:

technical Name:

Default Value:

Descriptions:

entityId Port

Entity

EntityId

0

Changes the attached entity dynamically

sync Port

Any

sink

None

for synchronization only

cancel Port

Any

cancel

None

cancels execution

PathFindToStart Port

Entity

objectId

0

Entity ID of the object on which the agent should execute AI Action

Reverse Port

String

soaction_action

Not specified

AI action to be executed

StartNearest Port

Integer

maxAlertness

2

maximum alertness which allows execution (0, 1 or 2)

Loops Port

Boolean

HighPriority

1

action priority - use to force the action to be finished (except if alertness get higher)

run Port

Integer

Run

1

0=very slow 1=normal (walk) 2=fast (run) 3=very fast (sprint) -ve should reverse











Stance Port

Integer

Stance

4

0-prone 1-crouch 2-combat 3-combat alerted 4-relaxed 5-stealth

path_name Port

String

path_name

Not Specified

Name of the path to follow






Outputs


Type:

technical Name:

Default Value:

Descriptions:

done Port

Entity

done

None

action done

succeed Port

Entity

succeed

None

action done successfully

fail Port

Entity

fail

None

action failed


Cry Wiki - Flowgraph Nodes Viewed 7/09/10

No comments:

Post a Comment