Sound-y Sound and Bot Deployments

I swear the snare isn’t as prominent on my pc….

Added in ai perception logic

(Also the hud is still crap and rockets fly through walls….)

Right now I have the detection radius at like 1m so thats why I have to rub against the robot to get it standing up. This required some mods to the AI tree:

You can see that “start Engage” block is now orphaned off the tree. The original blueprint essentially just found the player no matter the situation and copied it into the “target” field on the blackboard:

By removing that I pushed the selection of the target to the pawn itself. Now the general logic is: I SEE A PLAYER! ATTACK! Rather than being provided a player by the engine.

Unreal’s AI Perception is one of those things that are just kinda “done” in the engine and it works the way you expect.

The goal is that I’ll have some kind of assembly line that will dump out “undeployed” robots then they’ll get deployed and try to find you in the map. Also this lets me make lying in wait kinda situations with the bots. Also if I’m aiming for a killing floor style of wave survival I want to have explicit building spawners that play an animation and dump out robots.

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