Features:
- Complex AI System
- AI spellcasting
- Atomatic varied size of AI character for diversity
- Spawn system
- Powerful Animation system (AGR) already build in
- Alot of states(Idle,Melee,ranged,dodge,taunt,stun,hit,patrol,flee,investigate,follow,defence,optional etc)
- Aktivity BP (make the Ai Sit, build, do sports etc)
- Patrol spline and follow it
- Already Setup Behavior Tree with tasks
- Many Anim_Notifies to Direct The AI in combat to make it more reactive and smarter( Like dodging attacks, Speaking, shouting etc)
Number of Blueprints: 45+
Network Replicated: Yes
Documentation: Check the tutorial links for a tutorial playlist (still growing)
Important/Additional Notes:
特征:
- 复杂的AI系统
- AI施法
- 人工智能特征的原子变化大小的多样性
- 产卵系统
- 强大的动画系统(AGR)已经建立在
- 许多状态(空闲,近战,远程,闪避,嘲讽,眩晕,击中,巡逻,逃离,调查,跟随,防御,可选等)
- Aktivity BP(使Ai坐,建立,做运动等)
- 巡逻样条并遵循它
- 已使用任务设置行为树
- 许多Anim_Notifies在战斗中引导AI,使其更具反应性和更聪明(如躲避攻击,说话,喊叫等)
蓝图数量:45+
网络复制:是
文档:查看教程播放列表的教程链接(仍在增长)
重要/附加注意事项:
PREVIEW AND NEW MASTER TUTORIAL
Join the discord :)
V3 IS BUILD IT FROM THE GROUND UP FOR 5.2+
UE5.4 Now needs the new AGR V Plugin
Hey Everyone,
Welcome to PHASE AI V3. I build it from the ground up for 5.2 as a fresh new start with many new features and quality of life implementations.
AGR PRO is required for 5.3 and lower :)
AGR V for 5.4 and higher
it is a free plugin so dont worry :)
This is the AI i develope for my own game. So it will constantly be updated and improved and will have hands on use to find bugs etc in the system.
It is made with ease of use in mind so I designed it in an orderly manner espasially with the variables and setup in mind.
I tried making as much automation as possible in the code for ease of use and flexibility to make them do as you please in and out of combat.
Some of the Special Features you ask?
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Spellcasting for AI is integrated, With ground notificaion and all.
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Each Melee Attack distance can now be defined individually as well if that attack should do extra damage or not!
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Random Character mesh variation
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Simple Healthbar system
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Some automation in the setup with Datatables, Like Factions and Class Behavior so you dont need to make changes in every AI individually.
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Spawn system included as well
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distance optimisation to turn off AI in the distance to safe and improve performance
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The AI can Dodge and Block attacks from the Player and other AI
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The AI can Jump (No climbing parkour yet just jumping)
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Notifies that makes your life easier, like voice notifies
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Already an easy setup for spawning particels on HIT, BLOCK and SPAWN
OH AND IT IS REPLICATED!
WHAT ELSE CAN THEY DO ?
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Patrols? No Problem
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Fleeing? No Problem
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Investigating? No Problem
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Eating a Sandwitch? No Problem
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You tell them what to do!!!
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Standing Guard? No Problem
IMPORTANT NOTE:
This Ai is build with the plugin AGR V in mind an uses that for every version!
PHASEs OVERVIEW
-Idle phase (the relaxed phase can be roaming, standing or talking to other AI)
-Melee attack phase
-ranged attack phase
-dodge phase (for dodging attacks to make combat more challenging and realistic)
-Blocking phase
-taunt phase
-stun phase
-hit phase (triggers on damage taken)
-flee phase (flees from danger)
-investigation phase (checks on suspicion at location)
-Patrol phase
-follow phase ( follows player or whom ever )
-defence phase (takes defensive stance in between attacks)
-Special phase (for special attacks or whatever you have in mind
-Guard phase
All phases can of cause be modified via the behaviour tree to your liking
加入 不和谐 :)
V3是从头开始构建5.2+
UE5.4现在需要新的 AGR V插件
大家好,
欢迎来到AI V3阶段。 我从5.2开始构建它,作为一个新的开始,有许多新的特性和生活质量的实现。
农业专业人员 是必需的5.3和更低:)
AGR V 5.4及以上
这是一个免费的插件,所以不要担心:)
这是我为自己的游戏开发的AI。 因此,它将不断更新和改进,并将在系统中找到错误等。
它是由易于使用的考虑,所以我设计了一个有序的方式,特别是考虑变量和设置。
我试图在代码中尽可能多地自动化,以便于使用和灵活性,使它们在战斗中随心所欲。
你问的一些特殊功能?
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人工智能的拼写是集成的,与地面通知和所有.
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每个近战攻击距离现在可以单独定义,以及如果攻击应该造成额外的伤害或不!
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随机字符网格变化
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简易健康栏系统
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使用数据表设置中的一些自动化,如派系和类行为,因此您不需要单独更改每个AI。
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产卵系统也包括在内
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距离优化,在远处关闭人工智能,以确保安全和提高性能
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AI可以躲避和阻止玩家和其他AI的攻击
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AI可以跳跃(没有攀登跑酷,但只是跳跃)
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通知,使您的生活更轻松,如语音通知
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已经是一个简单的设置产卵粒子击中,块和产卵
哦,它被复制!
他们还能做什么?
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巡逻? 没问题!
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逃跑? 没问题!
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调查? 没问题!
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吃一份三明治? 没问题!
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你告诉他们该怎么做!!!
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站岗? 没问题!
重要事项:
这个人工智能是建立与插件AGRV在考虑一个使用,每个版本!
阶段概览
-空闲阶段(放松阶段可以是漫游,站立或与其他AI交谈)
-近战攻击阶段
-远程攻击阶段
-闪避阶段(用于闪避攻击,使战斗更具挑战性和现实性)
-阻塞阶段
-嘲讽阶段
-眩晕阶段
-命中阶段(受到伤害时触发)
-逃离阶段(逃离危险)
-调查阶段(检查地点的怀疑)
-巡逻阶段
-跟随阶段(跟随球员或谁)
-防御阶段(在攻击之间采取防御姿态)
-特殊阶段(对于特殊攻击或任何你想到的
-警卫阶段
所有阶段的原因都可以通过行为树根据您的喜好进行修改
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