Features:

  • 7 Behavior Trees
  • 3 States that can affect trees
  • Customizable Patrol Paths with Variable Speeds
  • Multiplayer
  • Teams
  • Basic Health and Damage System
  • Modular Patrol Path Component
  • Animations Retargeted From Sparrow (Paragon)
  • Ragdoll Deaths
  • 100% Blueprints

Number of Blueprints: 41+

Input: Keyboard and Mouse

Network Replicated: Yes

Supported Development Platforms:

Windows

特征:

  • 7行为树
  • 3种可以影响树木的状态
  • 可变速度的可定制巡逻路径
  • 多人游戏
  • 专责小组
  • 基本健康和损害系统
  • 模块化巡逻路径组件
  • 从麻雀(Paragon)重定位的动画
  • 布娃娃死亡
  • 100%蓝图

蓝图数量:41+

输入:键盘和鼠标

网络复制:是

支持的开发平台:

窗户










Project Setup Video

Showcase Video

Demonstration Video

Documentation

Forum Help and Request Thread

Discord

First Update: Backpedal and strafe run animations.

Next Update: Modified Firing Orders.

Advanced Archer AI comes multiplayer ready with support for teams and is designed to save you both time and energy. There are multiple behavior trees that can be influenced by modifying the archers state i.e. passive, alert, and aggressive. There are currently 7 Behavior trees and a re-usable patrol path component that allows for clean code when using the customizable patrol paths, each containing a set of patrol points that allow you to set the AI’s movement speed and wait time. The behavior trees include aggressive (fight to death), flee, follow, guard, roam, idle, and patrol. Many of these trees behaviors are modified by the three states. You also have the option to toggle whether the AI will chase or attack the player, specifically when in an alert state. Advanced AI Archer uses retarget animations from Paragon’s Sparrow, allowing the option for you to set up lean blend-spaces if you so choose. The bow itself is animated and the arrow attaches to the archers’ hand socket, commands to extend and lower the bow are included as built-in events. Discord invite link is included in project feel free to join if you have any questions or suggestions or just want to say hi.

项目设置视频

展览短片

示范短片

文件

论坛帮助和请求线程

不和谐

第一次更新:Backpedal和strafe运行动画。

下次更新:修改射击命令。

先进的弓箭手AI来多人准备与支持团队,旨在节省您的时间和精力。 有多个行为树可以通过修改弓箭手状态(即被动,警报和攻击性)来影响。 目前有7个行为树和一个可重用的巡逻路径组件,允许在使用可定制的巡逻路径时使用干净的代码,每个都包含一组巡逻点,允许您设置AI的移动速度和等待时间。 行为树包括攻击性(战斗至死),逃离,跟随,守卫,漫游,闲置和巡逻。 这些树的许多行为都是由三个状态修改的。 您还可以选择切换AI是否会追逐或攻击玩家,特别是在处于警报状态时。 高级AI Archer使用Paragon’S Sparrow的重定向动画,允许您选择设置精益混合空间。 弓本身是动画和箭头连接到弓箭手的手窝,延长和降低弓的命令包括作为内置事件。 如果您有任何问题或建议,或者只是想打个招呼,请随时加入。

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