Features:
- Blueprints and C++ support
- Implemented fully in C++ with core functionality provided as a Developer Settings and World Subsystem
- Easy and all in one place configuration possibilities stored inside Developer Settings tab
- Tokens and token’s parameters based on Gameplay Tags for more versatility
- Granting tokens based on their amount, cooldown and summary cost
- Tokens’ parameters splitted into Global and Instanced Ones to cover more use cases scenarios
- Differentiating instanced tokens between source (squad) and target (player) based
- No Tick function used
- World subsystem spawns only on Listen/Dedicated server (plugin was successfully used in online co-op games)
- Out of the box behavior tree integration and easy to integrate with other decision making systems
- Built-in debugging tool
Number of C++ Classes: 3
Supported Development Platforms: [Windows 64-bit]
Supported Target Build Platforms: [Windows 64-bit, MacOS, iOS, Android, Nintendo Switch, Playstation 4/5, Xbox One/Series]
Code Modules: [TokenManagerPlugin(Runtime)]
特征:
- 蓝图和C++支持
- 完全在C++中实现,核心功能作为开发人员设置和世界子系统提供
- 简单和所有在一个地方配置可能性存储在开发人员设置选项卡
- 基于游戏性标签的令牌和令牌参数更具通用性
- 根据代币数量、冷却时间和汇总成本授予代币
- 令牌的参数拆分为全局和实例化的参数,以复盖更多的用例场景
- 区分源(小队)和目标(玩家)之间的实例化令牌
- 没有使用刻度功能
- 世界子系统只在侦听/专用服务器上生成(插件已成功用于在线合作游戏)
- 开箱即用的行为树集成,易于与其他决策系统集成
- 内置调试工具
C++类数:3
支持的开发平台:[Windows64位]
支持的目标构建平台:[Windows64位,MacOS,iOS,Android,Nintendo Switch,Playstation4/5,Xbox One/Series]
代码模块:[TokenManagerPlugin(运行时)]
🎮 Sample Project (from Overview Video)
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Token Manager plugin allows users to create team behavior and synchronization between AIs/enemies actions. Cooperation is achieved through tokens functionality granting or restricting particular behaviors, skills or abilities. Whether or not to grant a specific token connected with a particular action is based on previously configured token’s parameters and its current values. Those parameters are connected with the amount, cooldown or cost calculated on a global or an instance basis. Instance based actions were splitted into two categories: source and target, which can correspond to e.g.: enemy squad or player respectively. Global actions on the other hand do not take into consideration any specific objects or actors.
By using the plugin it is possible to restrict amount of particular actions aimed towards specific target happening at the same time (e.g.: two enemies executing the same attack aimed towards the player simultaneously), add cooldown preventing action from triggering too often (e.g.: members of the same squad constantly throwing grenade one after another) or restrict maximum cost of specific actions (e.g.: aggressive ones to make sure that summary cost of all of the aggressive actions (shooting, throwing grenade) aimed at a particular target will not exceed specified limit, making the target feel overwhelmed).
The plugin includes built-in blackboard and behavior tree integration, which allows using token’s logic inside the behavior tree based AI decision making process. Usage of the plugin is not restricted solely to behavior trees, as all of the provided functions are available from everywhere in the project thanks to the static methods implemented inside the TokenManager world subsystem. The whole plugin’s functionality was designed in mind to be easy to use no matter what kind of game type it is used in.
🎬 概览短片
🎓 文件
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令牌管理器插件允许用户创建团队行为和AIs/enemies操作之间的同步。 合作是通过授予或限制特定行为,技能或能力的令牌来实现的。 是否授予与特定操作相关联的特定令牌取决于先前配置的令牌的参数及其当前值。 这些参数与以全局或实例为基础计算的数量、冷却时间或成本有关。 基于实例的动作分为两类:源和目标,它们可以分别对应于敌人小队或玩家。 另一方面,全球行动没有考虑到任何具体的对象或行动者。
通过使用插件,可以限制在同一时间发生的针对特定目标的特定动作的数量(例如:两个敌人同时对玩家进行相同的攻击),增加冷却时间,防止动作过于频繁地触发(例如:同一个小队的成员不断地一个接一个地投掷手榴弹)或限制特定动作的最大成本(例如:攻击性动作以确保针对特定目标的所有攻击性动作(射击,投掷手榴弹)的总成本不会超过指定的限制,使目标感到不知所措)。
该插件包括内置的黑板和行为树集成,它允许在基于行为树的AI决策过程中使用令牌的逻辑。 插件的使用不仅限于行为树,因为由于在TokenManager world子系统中实现的静态方法,所有提供的函数都可以从项目的任何地方获得。 整个插件的功能被设计成易于使用,无论它是在什么样的游戏类型中使用。
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