Outputs a value that represents the AI enemy awareness of the player. This value closely matches the HUD alertness indicator. Outputs are triggered only when they change.
Set/Unset a specific global scale for the AI perception.
Use this node to define clean-up procedure executed when AI Action is aborted.
Use this node to end the AI Action graph.
Represents the User and the used Object of an AI Action. Use this node to start the AI Action graph.
Counts how many AIs are active.
Monitors active AI count against some limit, and outputs periodically the current state. When the condition is met, the monitor loop will stop automatically and it needs to be started manually again if desired.
Generic AI signal.
This node can be used to determine the level of alertness in the game. The alertness is output as an integer or an event on change. The highest level of alertness of any agent in the game is used for output.
Plays animation.
Plays an exactly positioned animation.
Outputs AI's attention target.
Controls AutoDisable.
BattleFront control. Used for overriding the default position of a AI group's BattleFront.
Counts how many AIs have been killed.
Changes AI Character.
The specified AI plays the given communication.
AI corpse management.
Executes an AI Action.
Set/Get Faction reaction info.
Goto speed stance action.
The highest level of alertness of any agent in the group.
The highest level of alertness of any agent in the group.
Sets and outputs AI's group ID.
Merges AI group 'from' to group 'to'.
Switching species hostility on/off (makes AI ignore enemies/be ignored).
Registers an entity with the interest system.
Registers an entity as interesting.
Check which actors of a group are alive.
Sets AI to look at a point, entity or direction.
Set navigation cost factor for travelling through a region.
Drops grabbed object.
Grabs an object.
Uses an object.
Scales the agent's sensitivity.
Radio Chatter refers to the noises emitted from soldiers walkie-talkies. A sound will be emitted from a soldier near the camera. The interval is randomized between the minimum/maximum silence time.
When a reinforcement is spawned in the level, it could be helpful for the player to detect in the scene that one agent is performing some action to communicate the decision of calling backups.
This node has been introduced to allow level designers to request the AI to perform this readability action. An example of how to use the node can be found in the following picture:
The node is currently signalling AI that they are in a good moment to call reinforcement. The Done output is triggered when at least one AI in the specified group is alive and the signalling is performed.
Note that currently the node doesn't guarantee that the readability action will be performed: this decision is in total control of the AI behavior and it could fail.
While executing a behavior, AI agents will try to communicate their intentions triggering specific VO lines in relation of the state they are in. Some states could have special variation, for example depending on the level the agent is.
Level designers need to give hints to the Communication Manager about which condition are fulfilled at each specific time. This node can be used to achieve this goal.
The variables are defined into the file: GameSDK\Scripts\AI\Communication\CommunicationVariable.xml
Set the faction an AI character belongs to.
Changes Smart Object State.
Sets the faction for a turret.
Enable or Disable AIShape.
Set AI to shoot at position or entity.
Generic AI action.
Triggers a smart object event.
Outputs AI's attention target parameter.
Body stance controller.
Force AI to draw holstered weapon.
Force AI to holster current weapon.
Selects specified weapon.