Expanded AI
Ok, now it is time to retrofit the AI on our boss so that we update the behavior. We need the boss to exist in three states. The first will be the state we have already created for it, idle and tracking. The next will have the boss stop tracking the player and begin to act like a turret, looking at the FPCharacter
the whole time while firing a salvo of tracking projectiles. The last state will have the boss randomly path around the player within the NavMesh
area, also while firing projectiles.
To do this we are going to have to do the following:
Add Health to
BMBossCharacter
and explore UE4's damage system so the player projectiles do damage to the bossAdd an
EBossState
enum so that we may gauge what AI state the boss is in based on its current hit pointsModify the
ABMAIController
to include functionality for looking at the player and firing missiles at the playerUpdate the
BossBT
to support the three behaviors mentioned previously
Damage in UE4
Let's start by explaining the health...