AI Instinct - HitAndRun

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.

    HitAndRun      3200.0, 2000.0
Argument 1: Time after AI's initial attack until it flees (msec)
Argument 2: Time to wait until AI should attack again (msec)


Expanded Information

This instinct forces the AI to simulate an intelligent "distraction event" that is put to best use when the player is occupied fighting another opponent. After attacking a target, the AI will delay its "retreat" until argument 1 has expired, at which point it will start its retreat for the duration that is specified by argument 2. After both values have expired, the AI will re-engage its primary target.


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 - LookForTarget and PrimaryFire
  • Triggered by - LookForTarget
  • Upon Immediate Initialisation - Allows the AI to employ a hit and run technique when engaging a target


Testing Notes

On their own, neither LookForTarget or PrimaryFire triggers this instinct. Although an agressive instinct similiar to PrimaryFire, LobFire does not trigger this instinct.

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