Best Behavior

Only since Unreal started their monthly free assets program this year have I realized the virtues of the Marketplace. My to-do list yesterday included researching AI asset packs.

DJ: I found a plugin that looks really promising re: AI but it’s $90. But it’s networked, has a bunch of different kinds of AI included. Civilians, guards, shooting and melee (not to mention that I could borrow some of the player utility too, melee etc.). AI parkour. Very well rated.

Simon: Hmm! Well, if you think it will, like, integrate smoothly, seems like a good investment.

DJ: Yeah! The main thing I was having trouble finding was AI that was built to be networked. There’s a few packs with just AI itself, but most of them aren’t designed for multiplayer.

Simon: I remember that time we were playing clowns, doing some normal bank job, and one of the AI civilians was just la-dee-dah hanging out on the bench outside while this armed robbery is taking place?

DJ: Yes!
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This Whole Thing Got Started Because Someone Was Doing an Unsatisfactory Job

It took me most of the week, but I got loud combat AI’s to shoot guns at you and for it to hurt when they do. I’ll need to make some adjustments to their behavior trees – give them more refined decision making – and make sure that all this stuff is replicating, but the main thing is you now have things to shoot and they shoot back.

I basically had to reverse engineer the tutorial I followed to make the AI take damage from your guns. Even though the tutorial I followed to get that also had one for enemy AI that should have explained exactly what I wanted. Two, in fact.

Like a lot of these tutorials, it’s written by a guy for whom English ain’t a first language. More than that, though, the structure is just difficult to adapt to other uses. This particular tutorial is very specific to the game he is making. I’ve managed to cobble enough useful bits and pieces out of it to get to where I am, but man. The book he’s writing is gonna be a hard sell.

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