AI

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AI represents all non-human controlled characters and actors in ARCADIA.

AI Types

Currently in ARCADIA we have 3 types of true AI

Humanoid bot [Exile]

Dangerous Plants

Turrets

All 3 types are similar in functionality, though the exile, humanoid bot, can be linked to certain nodes in order to issue commands. All types also use the same set of Factions, which are explained in the section below.

AI Factions

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There are 5 AI factions currently available in ARCADIA:

1. Friendly

This faction is friendly to all other factions; players cannot damage this faction, but other factions may attack it. The friendly faction will never fight back.

2. Neutral

This faction is neutral to all other factions; players can damage this faction and other factions may attack it. The neutral faction will never fight back.

3. Hostile

This faction is hostile to everything, including other members of the hostile factions. Players can damage this faction and other factions may attack it.

4. DefaultPlayer

This faction is the players faction, AI set to this faction will assist the player by attacking DefaultAI.

5. DefaultAI

This faction opposes DefaultPlayer, AI set to this faction will attack the player and any other AI set to DefaultPlayer.

AI Properties

In addition to their faction, AIs also have two other properties, with exiles having a third:

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1. Weapon

The weapon exiles start with. If they are set to no weapon they will not be able to attack.

2. Health

The health of the AI.

3. Invincibility

Can the AI be killed or not.

Exile AI have a set of weapons that determine their behaviour: attack patterns, damage, and rate of fire.

AI Spawners

AI spawners can be located under Interactive Items / Spawn Points and allow the dynamic spawning of AI's during play mode.

The spawner has 8 properties and a single logic event.

1. Entity: This determines which AI is spawned by the spawner, and covers all types explained at the top of this document.

2. Faction: This determines which faction the AI is spawned as.

3. Entity Health: This determines the AI’s health when spawned.

4. Weapon: If the AI spawned is an exile, it will be equipped with the selected option.

5. Lifetime: How long the AI will exist in the world before being despawned. If this option is set to 0, the AI will never despawn.

6. Spawn Limit: How many AI can this spawner spawn in total. If this option is set to 0 the spawner will never stop spawning AI.

7. Simultaneous Spawn Limit: How many AI this spawner can have active at a time. If the spawner attempts to go over this limit, it will despawn the oldest spawned AI. If this option is set to 0, the spawner will have no limit. Despite this it should be noted there are plans for a global simultaneous spawn limit that will prevent spawners creating new AI once it is reached.

8. Offset: Three axis (X,Y,Z) determining how offset the spawner spawns the AI from its current location.

The logic event the spawner has is called *OnAISpawned*, and will trigger any time an AI is spawned by the spawner. It is a trigger type can can be linked to On/Off nodes, other spawners, and a variety of other logic nodes.