This is episode 44 of the third-person shooter series based on Unreal Advanced Locomotion System. Previously we implemented some environment queries to get some locations such as cover locations. But these EQS ran independently on each AI character's behavior trees. They don't have any mutual awareness of what other characters are doing. Because of that, when there is a major threat like an explosion sound, all of them try to move into the same location for searching. When there are multiple AI enemies present, they tend to flock into the same location. Today, we will look into how to run an environment query to identify locations around the threat and share the results with multiple AI characters, and only one of the enemies will go to the exact threat location, while others go around that point to cover a wider area. This will demonstrate more intelligent team dynamics from AI characters in the game..
project files
https://www.patreon.com/posts/63654325
Thilina Premasiri
2022-03-07 07:28:26 +0000 UTCMark Barnes
2022-03-07 07:08:49 +0000 UTC