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With regard to unit clarification, 1 JKU is the equivalent of 1 meter, a time value of 3000.0 msec is the equivalent of 3 seconds and boolean values within are assigned by either a 0 (false) or 1 (true) value. Interestingly, both integer and floating-point numbers seem to be legal values for boolean arguments (but must be of the form 0.0 or 1.0).
Each instinct has a set number of arguments which must be set, in order for the AI character to use that instinct. The following details show examples, as well as listing each argument effect and type.
CircleStrafe 5000.0, 30.0, 2.0, 1000.0, 0.0
Argument 1: Interval to check if the AI is to strafe (msec)
Argument 2: Yaw change percentage on move (%: normal is 30° to 45°)
Argument 3: Maximum distance to attempt strafe (JKUs)
Argument 4: Update interval for character's AI (msec)
Argument 5: Circle/Strafe Style (boolean: 0=single direction strafe OR 1=random strafe)
This technique is to aid the AI's realism with the way in which it should attempt to engage a valid target. The style of the effect of this technique appears to be dependent upon argument 5's value. With regard to timing issues, argument 1 seems to be the length of time before the AI checks to see if it should strafe again, whilst argument 4's value affects the updating of information in arguments 2 and 3.
This section details how the instinct is initiated. In some cases, a charactor's AI are dependent upon certain actions/events occurring before the instinct is triggered.
Without "LookForTarget" in the AI file, the AI will remain in a static position and won't respond to any player (or other actor) interaction or events; this includes being damaged.