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CryENGINE 3 Cookbook

You're reading from   CryENGINE 3 Cookbook Over 90 recipes written by Crytek developers for creating third-generation real-time games

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Product type Paperback
Published in Jun 2011
Publisher Packt
ISBN-13 9781849691062
Length 324 pages
Edition 1st Edition
Languages
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Authors (2):
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Sean P Tracy Sean P Tracy
Author Profile Icon Sean P Tracy
Sean P Tracy
Dan Tracy Dan Tracy
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Dan Tracy
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Table of Contents (18) Chapters Close

CryENGINE 3 Cookbook
Credits
About the Authors
www.PacktPub.com
Preface
1. CryENGINE 3: Getting Started FREE CHAPTER 2. Sandbox Basics 3. Basic Level Layout 4. Environment Creation 5. Basic Artificial Intelligence 6. Asset Creation 7. Characters and Animation 8. Creating Vehicles 9. Game Logic 10. Track View and Cut-Scenes 11. Fun Physics 12. Profiling and Improving Performance Index

Making the AI go to a location when the player enters a proximity trigger


In this recipe, we will demonstrate how you may be able to give a basic Go to command to an AI (Artificial Intelligence) when the player enters a trigger.

Getting ready

  • Open Sandbox and then open My_Level.cr y

  • Complete the How to beam the player to a tag point from a trigger recipe to learn how to place the proximity triggers

  • Then place down a new Grunt

How to do it...

  1. First, place down a proximity trigger and a solid with the same dimensions and properties as the previous recipe.

  2. Then place down an AI tag location within that same trigger area.

  3. Next, create a new Flow Graph from the trigger area called AI_ Goto.

  4. Within the Flow Graph, create the following logic:

    • From the perspective viewport of the editor, select the ProximityTrigger and the TagPoint

    • Add Selected Entities to the Proximity Trigger Flow Graph

    • Add Node | AI | AIGoto

  5. Select a Grunt from the perspective viewport.

  6. Back in the Flow Graph, right-click AIGoto | Assign...

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