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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.
Withdraw 5000.0, 1.0
Argument 1: Time interval to check for a new direction (msec - usually 5000.0)
Argument 2: Distance considered as safe "withdrawn" distance (JKUs)
This instinct forces the AI to move to a certain distance from the target that is is engaging. The AI will try to give this instinct priority over other aggressive instincts ("distance" argument values in PrimaryFire and BlindFire) as well as the distance supplied for the Follow instinct. This ensures that as long as the AI is engaging a target, it will attempt to complete this instinct.
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.
The theory of this instinct is sound, although replicating any practical test results with this instinct has so far been ellusive. LookForTarget does not trigger this instinct, even when tested with PrimaryFire, LobFire, and HitAndRun instincts. It is therefore suggested that if the AI does not withdraw to the distance specified, that Follow could be used in place, as the AI will always attempt to maintain the distances stipulated by the editor.