Introduction
Key Features
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Static Waypoints: Mark fixed locations like buildings, mission objectives, or ornaments.
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Dynamic Waypoints: Track moving actors such as enemies or vehicles with real-time updates.
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Minimap Component: Displays a concise overview of the level on the HUD.
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Worldmap Component: Offers a detailed, interactive view of the entire level.
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Fast Travel: Teleport to designated locations on the world map with a single click.
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Interior/Exterior Map Compatibility: Seamlessly supports both indoor and outdoor environments.
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Real-Time Pawn Transitions: Reflects updates instantly during actions like entering vehicles.
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Custom Waypoint Placement: Allows players to set personalized waypoints on the world map.
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Map Texture Utilities: Includes tools for capturing top-down map views to streamline setup.
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Simplified Data-Driven Configuration: Uses data tables for effortless configuration and supports dynamic updates across levels.
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Advanced Combat AI Features: Simulates lifelike and tactical combat behavior using sophisticated AI algorithms.
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Multiple Perceptions: AI can detect stimuli through Sight, Hearing, and Touch, enabling dynamic reactions.
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AI Variations: Supports Enemies, Allies, and Civilians—each with unique behaviors.
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Enemy XP Levels & Rank: Enemies scale in difficulty based on XP (1–50) and Rank (e.g., Soldier, Commander).
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Enemies: Hostile AIs that actively seek and attack opposing forces.
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Allies: Supportive AIs that follow commands like Follow Me, Wait, and Hold Fire.
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Team-Based AIs: Assign AIs to teams with defined friend/enemy logic for large-scale battles.
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AI Spawners: Quickly spawn various AI types using flexible spawner components.
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Shooting Behaviours: AIs detect and shoot at enemies automatically upon engagement.
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Flanking Behaviours: AIs search for targets at last known locations when line of sight is lost.
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Find Cover: AIs dynamically seek cover when under attack to avoid damage.
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Neutral AI Behaviours: Supports Idle, Free Roam, POI roaming, and Patrolling.
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Coordinated Attack: Enemy AIs collaborate to overwhelm targets.
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Simultaneous Shooting Restrictions: Limit the number of AIs firing at once for balanced combat.
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Offensive vs Defensive AI: Set AI to aggressively push or defensively hold position.
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Response to Different Threat Levels: Reacts to major (explosions) and minor (footsteps) threats accordingly.
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Explosives Integration: Includes support for reactive elements like barrels and mines.
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Nested Behaviour Trees: Layered behavior trees enable advanced, scalable AI logic.
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EQS-Based Pathfinding: Uses EQS to identify optimal paths and positions for AI.
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Explosive Barrels: Detonates when shot, causing AoE damage and chain reactions.
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Sabotageable Generators & Lights: Can be disabled to reduce visibility and alter AI patrol logic.
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Alarm Towers: Triggers alerts, causing enemies to converge or enter alert state.
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Guard Towers & Search Lights: Detect players or AI within light beams, triggering alarms.
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Reinforcement Troops: Triggers enemy spawns when alarms are activated, escalating combat.
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Advanced In-Built Debugging Capabilities: Visualize AI states and decisions in real time for easy debugging.
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Component-Based Pluggable Architecture: Modular design for easy extension and customization.
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Data-Driven Architecture: Configure AI behavior via data tables without modifying code.