Path FindingFlexible waypoint based path finding system that calculates a set of waypoints around all obstacles added to the AI system. Entities then use an A* algorithm to calculate a path between their position, destination. This means your entities should always use the shortest path between two points, no matter how complex the situation. You can also create a path between two specific points allowing you to use the path finding feature on its own.TeamsProvides 3 teams (enemy, friendly, neutral teams) to organise entities in the AI world. Neutral entities run away from combat, friendlies attack the player's enemies whilst enemies attack the player, its allies.Entity CommandsBy default entities will automatically move about the world, react to events (e.g. Sounds), other entities according to their team, aggressiveness. Set the entity aggressiveness, restrictions by using commands such as 'Defend Point' or 'Patrol Path', the entity will then act in accordance, these restrictions.Manual CommandsEntities can also be moved around the world using a set of more specific commands such as setting the entity destination or look at point directly, 'Set Destination', 'Look At' or 'Look At Target', the entity will create a path automatically to its destination, inform you when it's ready to fire. Entities will detect nearby enemies but not act against them during manual control.ZonesAdd one or more zones to an entity that will trigger a response when an opposing team member enters it. Entities can be set to ignore people if they leave a zone or chase them until they can no longer see them.Direct IntegrationIf using DarkBasic Professional 3D objects you can set the AI system to automatically move, turn your objects for you.ContainersAreas of your world can be separated from each other using containers, such as different floors in a building. The player can freely move between containers whereas Entities can be restricted to the bounds of its container.You can check out examples of all these features in the provided demos, along, detailed descriptions of each in the demo section of the help file. The help file also includes the full command list explaining everything you need to know about how the commands work, how to use them. - DarkAI
Table of contents
- DarkAI
-
Commands
- Obstacles
- Waypoints
- Paths
- Zones
- Sounds
-
Debug
- Debug Commands
- AI Debug Show Waypoints
- AI Debug Hide Waypoints
- AI Debug Show Waypoint Edges
- AI Debug Hide Waypoint Edges
- AI Debug Show Obstacle Bounds
- AI Debug Hide Obstacle Bounds
- AI Debug Show Paths
- AI Debug Hide Paths
- AI Debug Show View Arcs
- AI Debug Hide View Arcs
- AI Debug Show Sounds
- AI Debug Hide Sounds
- AI Debug Show Avoidance Angles
- AI Debug Hide Avoidance Angles
- AI Set Console Output On
- AI Set Console Output Off
- AI Show Errors
- AI Hide Errors
- Player
-
Entity
- Entities
- AI Add Enemy
- AI Add Friendly
- AI Add Neutral
- AI Kill Entity
- AI Entity Exist
- AI Entity Reset
-
Actions
- AI Entity Follow Player
- AI Entity Separate
- AI Entity Defend Area
- AI Entity Defend Point
- AI Entity Search Area
- AI Entity Go To Position
- AI Entity Stop
- AI Entity Look At Position
- AI Entity Look Around
- AI Entity Random Move
- AI Entity Move Close
- AI Entity Move To Cover
- AI Entity Move To Idle Position
- AI Entity Move To Closest Sound
- AI Entity Move Away From Sound
- AI Entity Add Target
- AI Entity Remove Target
- AI Entity Strafe Target
- AI Entity Hold Position
- AI Entity Duck
- AI Entity Stand
- AI Entity Assign Zone
- AI Entity Remove Zone
- AI Entity Assign Patrol Path
-
Get Parameters
- AI Get Entity X
- AI Get Entity Z
- AI Get Entity Move X
- AI Get Entity Move Z
- AI Get Entity Destination X
- AI Get Entity Destination Z
- AI Get Entity Target X
- AI Get Entity Target Z
- AI Get Entity Angle Y
- AI Get Entity State$
- AI Get Entity Action$
- AI Get Entity Can Fire
- AI Get Entity Can See
- AI Get Entity Count Targets
- AI Get Entity Target ID
- AI Get Entity Team
- AI Get Entity Is Moving.
- AI Get Entity Is Turning
- AI Get Entity Is Ducking
- AI Get Entity Avoiding
- AI Get Entity Heard Sound
- AI Get Entity Stance
- AI Get Entity Container
- AI Get Entity In Zone
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Set Parameters
- AI Set Entity Active
- AI Set Entity Aviod Distance
- AI Set Entity Attack Distance
- AI Set Entity Control
- AI Set Entity Stance
- AI Set Entity Aggressive
- AI Set Entity Speed
- AI Set Entity Turn Speed
- AI Set Entity Patrol Time
- AI Set Entity Hearing Range
- AI Set Entity Hearing Threshold
- AI Set Entity View Range
- AI Set Entity View Arc
- AI Set Entity Fire Arc
- AI Set Entity Defend Distance
- AI Set Entity Defending
- AI Set Entity Idle Position
- AI Set Entity Position
- AI Set Entity Angle Y
- AI Set Entity Can Duck
- AI Set Entity Can Attack
- AI Set Entity Can Strafe
- AI Set Entity Can Search
- AI Set Entity Can Hear
- AI Set Entity Can Roam
- AI Set Entity Can Select Targets
- AI Set Entity No Look At Point
- AI Set Entity Collide
- AI Set Entity Hit
- AI Set Entity Run Away When Hit
- AI Set Entity Container
- Team
- Container
- Other
- Demos