AI Instinct - Dodge

Instinct Arguments

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.

    Dodge    0.2, 0.1
Argument 1: How far to get away from any inbound projectiles (JKUs)
Argument 2: Scale factor for how much to move (believed to be JKUs)


Expanded Information

This instinct forces the AI to attempt to dodge any inbound projectiles fired at its current location. Argument 2 is the scale factor to effect argument 1 and is believed to be in JKUs. In-game test results have shown the higher the number for argument 2, the more significant the AI character's "scuttle effect" is, to get away away from inbound projectiles (as a result of attemping to meet the dodge value supplied by argument 1). To witness the "scuttle effect" first-hand, try modifying the Stormtrooper AI's argument 2 value (such as 2.0) and fire at the AI character with an accurate weapon (such as the Bryar Pistol) ;)


Instinct Trigger Studies

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.

  • Instinct Dependency - << none >>
  • Triggered by - A projectile travelling towards the AI
  • Upon Immediate Initialisation - The AI attempts to avoid the incoming projectile


Testing Notes

Player (NOT the projectile) must be within the AI's FOV otherwise it will NOT dodge the inbound projectile. AI will still dodge the bullet even if the "sightdist" setup value is greater than the player (if in FOV range). Realistically, 0.2 and 0.2 seem "normal" argument values. Even while avoiding the projectile, the AI still utilises a core "non-aggressive behaviour" stance; this instinct does not trigger any "aggressive" behaviour unlike, for example, "PrimaryFire" or "LobFire".

  • Create:
This page was last modified 00:58, 2 December 2005.   This page has been accessed 290 times.