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Is there function in AiQueue that mimics AI travel behaviour? #505

Answered by Try
PawelPerek asked this question in Q&A
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Hi, @PawelPerek !

if it's implemented inside game scripts or engine itself.

Yes, go to point and do activities while on that is quite high-level behavior, controlled by scripts. I can give a high level overview of what building block are in place:

  1. Npc has a "state" state is triplet of script functions, for example ZS_Stand_ArmsCrossed + ZS_Stand_ArmsCrossed_loop + ZS_Stand_ArmsCrossed_end.
  2. Npc do have a time-table. Every entry in time-table is state+waypoint. for example ZS_Stand + FP_GATE_GUARD_01.
    Time-table may have only single entry, when npc need to stay in one place.
  3. Npc has perceptions system to detect player/enemies/doors.

All this has to work together to achieve npc travel. E…

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