• Completely on blueprints;
  • 100% replication. Ready for online games including the sounds of misses, hits, animations, health;
  • Optimized NPC spawner;
  • Death and respawn of NPCs;
  • Shooting NPCs with 3 types of behavior (keeps the distance to the target, always stands, switching to melee);
  • Easy adjustment of animations, behaviors, movement speed depending on the condition;
  • Daily routine with the ability to connect your own time cycle;
  • Basic simplified functionality for dynamically changing the time of day and making decisions about current tasks depending on time;
  • Tag recognition system “friend-foe”;
  • Reaction to damage and accumulation of damage data for aggression. Stores all attacking characters and NPCs in memory;
  • The functionality of enabling and disabling friendly fire among NPCs;
  • NPC health component;
  • Types of behavior: Aggressive, passive, neutral, patrols (aggressive\neutral), daily routine (aggressive\neutral\passive);
  • Sociality. When NPCs see that someone is attacking another NPC from the same social group (for example, a citizen), then others will change their attitude towards the attacker. Example: civilians will flee, the guards will attack an aggressive player \npc;
  • Interaction with the environment.

The animations are taken from Paragon and are used for demonstration purposes only!

 

 Number of Blueprints: 70

Input: Keyboard, Mouse

Network Replicated: Yes

Supported Development Platforms:

Windows: Yes

Mac: It was not checked

Documentation

  • 完全在蓝图上;
  • 100%复制。 准备好在线游戏,包括错过的声音,命中,动画,健康;
  • 优化NPC产卵器;
  • Npc的死亡和重生;
  • 用3种行为射击Npc(保持与目标的距离,始终站立,切换到近战);
  • 根据条件轻松调整动画,行为,移动速度;
  • 能够连接自己的时间周期的日常生活;
  • 基本简化功能,用于动态更改一天中的时间并根据时间决定当前任务;
  • 标签识别系统”敌友”;
  • 对损害的反应和对侵略的损害数据的积累. 将所有攻击角色和Npc存储在内存中;
  • Npc之间启用和禁用友军火力的功能;
  • NPC健康组件;
  • 行为类型:攻击性,被动,中立,巡逻(攻击性\中立),日常(攻击性\中立\被动);
  • 社会性。 当Npc看到有人正在攻击来自同一社会团体的另一个NPC(例如,公民)时,那么其他人会改变他们对攻击者的态度。 例子:平民会逃跑,守卫会攻击一个攻击性的玩家\npc;
  • 与环境的交互。

动画取自Paragon,仅用于演示目的!

 

 蓝图数目:70

输入:键盘,鼠标

网络复制:是

支持的开发平台:

Windows:是的

Mac:没有检查

文件










Reviews from the Unreal Engine marketplace before the FAB update

Preview

Example of use in a project

Update v.1.1 – Added shooting NPCs with 3 types of behavior

Update v.1.2 – SubAction

Update v.1.3 – Tools, Weapon & Easy integration

Update v.1.4 – Interaction with the environment. Optimization of NPCs and spawn.

ESRPG v.4 Integration – Video | Text

ESRPG v.5 Integration – Video

FCS Integration – Text

Progressive AI is a flexible, easily configurable and easy-to-use AI behavior system created from drawings. It allows you to customize the natural state of the NPC, the daily routine, the reaction to damage, the “friend-foe” system, the sociality of the NPC and the tag system.

It is excellent for implementation in projects that require an AI environment, the creation of settlements, as well as classic MMOs.

Fully replicated and verified. It has the ability to run for both multiplayer and single-player games without additional configuration.

Update v.1.1

  • Added shooting NPCs with 3 types of behavior:

  • Always stands still (for example, for the background or when you don’t need any other logic);

  • Keeps his distance and runs away when approaching the target. When moving away from the target, it continues to shoot again;

  • When the target is approaching, it switches to melee weapons, when the target is moving away, it switches back to ranged combat.

  • There were also small fixes of the previous version, correction of small errors in the NPC.

Update v.1.2

  • Minor fixes;

  • Added subtasks to the daily routine. Example: there is a current action, for example a miner. There are subtasks from it – digging, carrying, storing. Each subtask has its own animation and execution time. The subtask is arranged using the method of adding a spline and simply configuring the data table. There can be an unlimited number of subtasks and it depends on your imagination.

Update v.1.3

  • Transfer of the entire AI system to a component

  • Simplified integration with most assets (example: integration with esrpg ~5-7 minutes instead of ~40 minutes)

  • Optional use of the health component. You don’t need to enable/disable nodes and learn logic. It is enough to use the checkbox in the component to switch to your own health system

  • Added tools for NPCs. When certain points are reached, the NPC can “take” the instrument in hand and perform certain logic

  • Added NPC weapon change functionality. Previously, there was only a model change state in the hand. Now it’s a full-fledged change of weapons. Example: melee weapons on the belt, and ranged weapons on the back. When an enemy is detected, the NPC pulls a weapon from behind his back and places it in his hand. If a hostile target gets too close to him, he puts a ranged weapon behind his back and pulls a melee weapon from his belt. If the target moves away from the distance, then he puts the short-range weapon back on his belt and pulls the long-range weapon from behind his back, they will continue the long-range attack

  • Bug fix for the IdlePassive type

  • Fix NPCs getting stuck when they hit a wall and couldn’t run away from the target

  • Fix a bug when the NPC loses a target.

Update v.1.4

  • Interaction with the environment.

  • Optimization of NPCs and spawn.

Discord

Documentation

在FAB更新之前来自虚幻引擎市场的评论

预览

项目中的使用示例

更新v.1.1 -增加了3种行为的射击Npc

更新v.1。2 -分项行动

更新v.1.3 -工具,武器和易于集成

更新v.1.4 -与环境的互动。 Npc和产卵的优化。

ESRPG v.4集成 – 短片 | 文本

ESRPG v.5集成 – 短片

FCS集成 – 文本

渐进式AI是一个灵活,易于配置和易于使用的AI行为系统从图纸创建。 它允许您自定义NPC的自然状态,日常工作,对伤害的反应,”朋友-敌人”系统,NPC的社会性和标签系统。

它非常适合在需要AI环境,创建定居点以及经典Mmo的项目中实施。

完全复制和验证。 它有能力运行多人和单人游戏,无需额外的配置。

更新v.1.1

  • 增加了3种行为的射击Npc:

  • 始终静止不动(例如,对于背景或当您不需要任何其他逻辑时);

  • 保持距离并在接近目标时逃跑。 当远离目标时,它继续再次射击;

  • 当目标接近时,它切换到近战武器,当目标移开时,它切换回远程战斗。

  • 还有以前版本的小修复,修正NPC中的小错误。

更新v.1.2

  • 小修正;

  • 在日常生活中增加了子任务. 示例:有一个当前操作,例如矿工。 它有子任务-挖掘,携带,存储。 每个子任务都有自己的动画和执行时间。 子任务采用添加样条并简单配置数据表的方法进行排列。 可以有无限数量的子任务,这取决于你的想象力。

更新v.1.3

  • 将整个AI系统转移到一个组件

  • 与大多数资产的简化集成(例如:与esrpg集成~5-7分钟而不是~40分钟)

  • 健康组分的任选使用。 您不需要启用/禁用节点并学习逻辑。 使用组件中的复选框切换到您自己的健康系统就足够了

  • 增加了Npc的工具。 当达到某些点时,NPC可以”拿”手中的仪器并执行某些逻辑

  • 新增NPC武器变更功能。 以前,手中只有一个模型变化状态。 现在是武器的全面变化。 示例:腰带上有近战武器,背部有远程武器。 当检测到敌人时,NPC从背后拉出武器并将其放在手中。 如果一个敌对的目标离他太近,他会把远程武器放在背后,从腰带上拉出近战武器。 如果目标远离距离,那么他将短程武器放回腰带上,并从背后拉动远程武器,他们将继续进行远程攻击

  • 空闲类型的错误修复

  • 修复Npc撞墙时卡住无法逃离目标

  • 修复NPC失去目标时的错误。

更新v.1.4

  • 与环境的交互。

  • Npc和产卵的优化。

不和谐

文件

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