• Multiplayer Support: Network Replicated
• Animation Blueprint: Adaptable to any Skeleton
• Easy to Use: Simply add a Component and Interface to your existing Character
• Flying and Swimming: All movement tasks support 3D movement
• Dynamic Movement and Avoidance: All movement tasks work with or without a navmesh
• Melee Hit Detection: Easy to Setup
• Bullet Trace: Accounts for Gravity, Wind, and Drag
• Extremely Customizable Projectiles: Pattern, #Shots, #PerShot, Angle, Spacing
• Special Attack Hit Detection: AoE, Cone, Line, DoT
• Spawnable Timers for Traces and Effects
• Abilities System: Easy to Combine with any Stats System
• Faction System: Manage Faction Relations
• Stimuli Conditions: React differently based on Conditions
• Paths: Any number of AI can use the same BP_UMPath
• Roaming: Random Point within adjustable Radius of Spawn Location
• AI Movement while Attacking
• Hit Reactions
• Hit Effects: Knockback, Status Effect, SFX, VFX
• Dynamic Group Formations: Customizable Spacing, Angle, Leader Position and More
⠀◻ ⠀Square Formation: Auto-Calculate units per row or set it manually
⠀△ ⠀Wedge and Inverted Wedge Formations ▽
⠀◯⠀Circle Formation: Automatically evenly spaces units and Leader can be in the center ⊙
⠀⌒ ⠀ Arc Formation: Automatic Spacing, Angle customization, and Leader can be in the center
⠀˄⠀ ⠀V Formation: Adjust Angle to 180 to create Wall Formation or Angle > 180 to create Inverted V Formation
⠀ |⠀ ⠀Line Formation: Adjust Angle to create Echelon Formation ╲
⠀😠⠀Mob Formation: Random location around Leader with adjustable Angle and EdgeDensity
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•多人支持:网络复制
*动画蓝图:适用于任何骨架
•易于使用:只需添加一个组件和接口到您现有的字符
*飞行和游泳:所有运动任务都支持3D运动
*动态移动和避免:所有移动任务都可以使用或不使用navmesh
*近战命中检测:易于设置
*子弹追踪:占重力、风和阻力
*极其可定制的射弹:模式,#镜头,#PerShot,角度,间距
*特殊攻击命中检测:AoE,锥体,线,点
*用于跟踪和效果的可生成计时器
*能力系统:易于与任何统计系统结合
*派系系统:管理派系关系
*刺激条件:根据条件做出不同的反应
*路径:任意数量的AI都可以使用相同的BP_UMPath
*漫游:产卵位置可调半径内的随机点
*攻击时的AI运动
*命中反应
*命中效果:回击,状态效果,SFX,特效
*动态组编队:可自定义间距、角度、领导位置等
▪方形形成:自动计算每行单位或手动设置
《楔形和倒楔形地层》
圆的形成:自动均匀空间单位和领导者可以在中心。
▪弧形形成:自动间距,角度定制,并可在中心
◦V阵型:将角度调整为180以创建壁阵型或角度>180以创建倒v阵型
排线:调整角度以形成梯队。
暴徒形成:随机位置周围的领导者可调角度和边缘密度
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Universal Monster (UM) is an easy to use NPC AI Combat Framework, which is meant to expedite your process of turning your character models and animations into fully functioning AI ready to populate your game world. From humanoids to magical fantasy beasts, UM has the ability to work with any skeleton as long as they have similar animations: idle, walk, attack, hit, etc. Universal Monster comes with a few default AI behaviors to help get you started, but UM is also capable of creating any behavior you can think of. UM has basic tasks that you decide when they are executed by giving them specific conditions, very similar to how an animation blueprint state machine works.
Universal Monster v1.4 now introduces flying, swimming, and navmesh-free movement with dynamic avoidance. UM has become the only AI product on the marketplace that allows you to create AI exactly how you want them instead of how the product developer wants them. Your dragons can now soar through the skies and your sea monsters can now dominate the seas. AI can transition from walking to swimming or flying and then back with ease. With this latest Universal Monster update there is now no need for you to have a giant navmesh bounds covering your entire map. It is still recommended to use a navmesh in “maze-like” areas, such as caves, so the AI can traverse them with greater ease. UM can automatically determine if the navmesh exists, and will use it when it does. No extra work on your part! Universal Monster truly is the only universal AI kit that exists on the marketplace.
Games Using UM:
Kingdom of Atham: Crown of the Champions
Monsters by Protofactor INC. are NOT included
UPCOMING UPDATES
Example Update v1.5
• Swimming Behavior Example
• Flying Behavior Example
• Ambush Behavior Example
• Sword & Shield Behavior Example
• Rogue Behavior Example
• Ranger Behavior Example
• Mage Behavior Example
Plugin Update v2.0 (Price increase to $199.99)
• C++ Plugin: Much of UM, such as the heavy math in the formations, will be converted to C++
• Plugin Settings: When UM is a plugin it can then have its own easily configurable settings
• Rework Data Tables: Behaviors, Tasks, Factions, etc. will get an overhaul to allow direct data table row referencing
Groups Update v2.1
• Attack in Unison
• Surround Target
• Split up Evenly among Targets
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万能怪物(嗯) 是一个易于使用 NPC AI战斗框架,这是为了加快您的过程,将您的角色模型和动画转换成功能齐全的人工智能准备填充您的游戏世界。 从类人到神奇的幻想野兽, 嗯 具有与任何骨架,只要他们有类似的动画工作的能力:空闲,行走,攻击,命中等。 通用怪物 带有一些默认的AI行为来帮助你开始,但是 嗯 也能够创造任何你能想到的行为。 嗯 具有基本任务,您可以通过为其提供特定条件来决定何时执行这些任务,这与动画蓝图状态机的工作方式非常相似。
通用怪物v1.4 现在介绍飞行,游泳,和无navmesh运动与动态避让. 嗯 已成为市场上唯一的AI产品,允许您按照您想要的方式创建AI,而不是产品开发人员想要的方式。 你的龙现在可以在天空中翱翔,你的海怪现在可以主宰海洋。 AI可以从步行过渡到游泳或飞行,然后轻松返回。 随着这个最新的 通用怪物 更新现在你不需要有一个巨大的navmesh边界复盖你的整个地图。 仍然建议在”迷宫般”的区域(如洞穴)中使用navmesh,因此AI可以更轻松地遍历它们。 嗯 可以自动确定navmesh是否存在,并在存在时使用它。 你没有额外的工作! 通用怪物 真的是唯一的 通用 市场上存在的AI套件。
使用UM的游戏:
怪物 原因子公司 是 不是 包括在内
即将更新
示例更新v1.5
*游泳行为示例
*飞行行为示例
*伏击行为示例
*剑盾行为示例
*流氓行为示例
*游侠行为示例
*法师行为示例
插件更新v2.0(价格上涨至$199.99)
•C++插件:大部分的UM,比如编队中的大量数学,将被转换为C++
*插件设置:当UM是一个插件时,它可以有自己的易于配置的设置
*返工数据表:行为,任务,派系等。 将得到一个大修,以允许直接数据表行引用
组更新v2.1
*齐声攻击
*环绕目标
•在目标之间平均分配
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