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Introduction

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Key Features

  • Static Waypoints: Mark fixed locations like buildings, mission objectives, or ornaments.

  • Dynamic Waypoints: Track moving actors such as enemies or vehicles with real-time updates.

  • Minimap Component: Displays a concise overview of the level on the HUD.

  • Worldmap Component: Offers a detailed, interactive view of the entire level.

  • Fast Travel: Teleport to designated locations on the world map with a single click.

  • Interior/Exterior Map Compatibility: Seamlessly supports both indoor and outdoor environments.

  • Real-Time Pawn Transitions: Reflects updates instantly during actions like entering vehicles.

  • Custom Waypoint Placement: Allows players to set personalized waypoints on the world map.

  • Map Texture Utilities: Includes tools for capturing top-down map views to streamline setup.

  • Simplified Data-Driven Configuration: Uses data tables for effortless configuration and supports dynamic updates across levels.

  • Advanced Combat AI Features: Simulates lifelike and tactical combat behavior using sophisticated AI algorithms.

  • Multiple Perceptions: AI can detect stimuli through Sight, Hearing, and Touch, enabling dynamic reactions.

  • AI Variations: Supports Enemies, Allies, and Civilians—each with unique behaviors.

  • Enemy XP Levels & Rank: Enemies scale in difficulty based on XP (1–50) and Rank (e.g., Soldier, Commander).

  • Enemies: Hostile AIs that actively seek and attack opposing forces.

  • Allies: Supportive AIs that follow commands like Follow Me, Wait, and Hold Fire.

  • Team-Based AIs: Assign AIs to teams with defined friend/enemy logic for large-scale battles.

  • AI Spawners: Quickly spawn various AI types using flexible spawner components.

  • Shooting Behaviours: AIs detect and shoot at enemies automatically upon engagement.

  • Flanking Behaviours: AIs search for targets at last known locations when line of sight is lost.

  • Find Cover: AIs dynamically seek cover when under attack to avoid damage.

  • Neutral AI Behaviours: Supports Idle, Free Roam, POI roaming, and Patrolling.

  • Coordinated Attack: Enemy AIs collaborate to overwhelm targets.

  • Simultaneous Shooting Restrictions: Limit the number of AIs firing at once for balanced combat.

  • Offensive vs Defensive AI: Set AI to aggressively push or defensively hold position.

  • Response to Different Threat Levels: Reacts to major (explosions) and minor (footsteps) threats accordingly.

  • Explosives Integration: Includes support for reactive elements like barrels and mines.

  • Nested Behaviour Trees: Layered behavior trees enable advanced, scalable AI logic.

  • EQS-Based Pathfinding: Uses EQS to identify optimal paths and positions for AI.

  • Explosive Barrels: Detonates when shot, causing AoE damage and chain reactions.

  • Sabotageable Generators & Lights: Can be disabled to reduce visibility and alter AI patrol logic.

  • Alarm Towers: Triggers alerts, causing enemies to converge or enter alert state.

  • Guard Towers & Search Lights: Detect players or AI within light beams, triggering alarms.

  • Reinforcement Troops: Triggers enemy spawns when alarms are activated, escalating combat.

  • Advanced In-Built Debugging Capabilities: Visualize AI states and decisions in real time for easy debugging.

  • Component-Based Pluggable Architecture: Modular design for easy extension and customization.

  • Data-Driven Architecture: Configure AI behavior via data tables without modifying code.