bHasRangedAttack :
specifies whether creature can attack from beyond melee range.
bMovingRangedAttack :
specifies whether creature can use his
ranged attack while moving (assuming creature supports this mode).
bCanStrafe :
Specifies whether creature can strafe.
bFixedStart :
If true, creature always starts from where it was placed.
If false, then may start from alternate position depending on its
orders (see below).
bQuiet :
If true, makes less noise when wandering around
bTeamLeader :
Leader of his team (as defined by the TeamTag).
There should be only one per team.
bIgnoreFriends :
Default false. If true, creature doesn’t react to
friend's noises.
bDelayedPatrol :
If true, and creature’s orders are Patroling,
then the creature will begin his patrol only when it is triggered.
However, it will break off this patrol and react to the player if
it sees him.
To force the creature to continue to his destination, you can
also specify the patrol destination in the creature’s alarmtag.
bHateWhenTriggered :
Creature will change its attitude to hate the
player when triggered by the player.
TeamTag :
Creature team to which this creature belongs.
As long as the team leader is alive, creatures on the same team
will coordinate with each other.. If the species can speak, then
creatures on the team will talk to each other.
Skill :
Added skill of this creature. Default is 0. For example,
if Skill = 1, then the creature will act like a difficulty 2 creature
when the difficulty setting = 1.
SightRadius :
Maximum sight distance. Creature’s likelihood of
seeing other pawns depends on how far away the other pawn is
relative to the creature’s sight radius. the other pawn’s visibility,
and (soon) how well lit the other pawn is.
PeripheralVision :
The cosine of the maximum angle of peripheral
vision. A creature which can see 90 degrees to each side
(180 degrees total) would have PeripheralVision = ?.
HearingThreshold :
Minimum scaled noise loudness which can be heard.
While the exact hearing range depends on the creature’s alertness,
a good rule of thumb is that creatures can hear a typical loud noise
if there is a line of sight to the noise location, and
HearingThreshold less than 200 / (distance to the noise in Unreal units).
For example, a creature with HearingThreshold = 0.4 could
typically hear noises if they were no more than 500 units away.
A hearing threshold of 0.2 translates to a max hearing distance of
1000 units. Creatures can never hear noises which are more than
2800 units away.
Orders : See Orders section below.
OrderTag : See Orders section below.
TimeBetweenAttacks :
Time in seconds between ranged attack
barrages (which may include multiple shots).
MeleeRange : Maximum distance from target (not including
collision radius of this creature or its target) to launch a melee attack.
Aggressiveness : Typically in the range 0.0 to 1.0. Primarily
affects attitude changes (more aggressive creatures will continue
to fight, even against a stronger player, less aggressive creatures
will be more quick to flee). May also have an effect on tactical
combat decisions. Note that creatures will only run away if they
have a home base (except for Nali and cow)
Visibility : How visible is this pawn to other creatures
(note - does not affect rendering!) 0 = invisible, 128 = normal,
255 = highly visible.
AttitudeToPlayer : Initial attitude to player (may change depending
on player’s actions, and creature's aggressiveness.
» ATTITUDE_Fear - creature will try to run away
» ATTITUDE_Hate - creature will attack player
» ATTITUDE_Frenzy - Indiscriminate, berserk attack (no fear, lower accuracy)
» ATTITUDE_Threaten - Creature will assume a threatening posture
» ATTITUDE_Ignore - Creature will ignore player
» ATTITUDE_Friendly - Creature will fight player’s enemies
» ATTITUDE_Follow - Creature will follow player (not yet implemented).
Intelligence : Creature’s intelligence
» BRAINS_None - amoeba like - only reacts to immediate stimulus
» BRAINS_Reptile
» BRAINS_Mammal
» BRAINS_Human
ReFireRate : Likelihood of firing again immediately after a ranged
attack (values from 0 to 1 with higher values indicating
a higher probability).
CombatStyle : Tactical decision making during combat.
Value between 0.0 and 1.0 Higher means the creature is more
likely to charge, try to melee, etc.
AlarmTag : If AlarmTag is set, when the creature sees the player,
it will (at all costs) first go to the actor with the same Tag as its
AlarmTag. Friendly creatures will wait for the player as they move
towards this actor. This can be used either to have friendly creatures
lead the player to some area or object, or for unfriendly creatures to
try to trigger events or set up initial attack formations. For example,
you could have three Kraal in a room. Two attack you, while the
other runs for a button which will lock the door behind you and sound
an alarm. Alternatively, you could have them spread out in formation,
seeking cover or advantageous positions when they see you.
AlarmPoints (see below) are designed to provide extensive scripting control when used with the AlarmTag.
SharedAlarmTag : For each group of creatures who have the same
string in this field, one of them will choose it to be his alarmtag
(overriding any existing alarmtag). You can use this to provide some
randomness in which creature performs some important action.
DropWhenKilled : Creature will drop one of these when it is killed.
FirstHatePlayerEvent : Creature will trigger this event the first time
he decides to attack the player.
Orders
- The following initial orders can be given to all creatures.
After killing an enemy, they will attempt to continue to execute
these orders. Some orders (patroling, guarding) are associated with
other actors in the level. For these, you should set the creature’s
OrderTag to the tag of the associated actor.
Waiting
The default orders for all creatures. Creature will wait in place, playing
various waiting animations, until it receives some external stimulus
(sight or sound).
Patroling
- Patroling creatures will patrol along a set of Patrolpoints
(a subclass of NavigationPoint) specified by the level designers.
The creature’s OrderTag should contain the tag of the first Patrolpoint
in its patrol. When a creature reaches a Patrolpoint, it will pause for
the PauseTime specified in the patrol point, facing in the direction
the Patrolpoint is oriented. While pausing, it will play waiting/patrolstop
animations.
- If a PatrolAnim is specified, the creature will play that specific
animation the number of times specified by NumAnims. Each time it
plays the animation, it will also play the PatrolSound if one is specified.
- Note that the amount of time creatures playing a PatrolAnim pause
depends on how long it takes to play the animation NumAnims times,
and not the pause time. However, the PauseTime must still be set to
a positive number. It will then continue to the Patrolpoint specified in
the current Patrolpoint’s NextPatrol. If a creature cannot reach the
next patrol point, it will wait at its current position. If bFixedStart is false,
the creature will start at some random point along his patrol route
(not yet implemented).
Guarding
Guarding creatures will guard the actor whose tag equals their OrderTag.
They will remain near, and try to return the guarded actor after combat.
If their initial attitude is ATTITUDE_Threatening, they will threaten
the player, and try to remain between the player and the guarded object.
If the player touches the object they will attack.
Ambushing
The creature is waiting, but more alert than in the waiting state
(and possibly playing different animations). If bFixedStart is false and
there are Ambushpoints (a subclass of Navigationpoint) with the same
tag as the creature, the creature may randomly pick one of these as
its starting point. The orientation of the Ambushpoint determines
the orientation of a creature using it. Ambushpoints may also be used
by creatures that decide to ambush rather than pursue a player.
Swarm AI Pawns
Horseflies, biterfish, and blobs all use variations of swarm AI.
Do not place individual Horseflies and biterfish in your map. Rather,
place horseflySwarms and biterfishSchools, and specify in their
properties how many individual creatures they should contain.
For blobs, add a parentBlob and a number of bloblets, and give them
all the same tag.
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