Shooting

Setting up the shooting system for AI.

Name

Description

Physics Shooting

Meets the logic of firing physical bullets for AI.

RayCast Shooting

Meets the logic of firing beams for AI.

Physics Shooting

Vision Settings

Target Selection:

Responsible for the type of choice the object of persecution.

Name

Description

First

Selects the first target seen.

Nearest

Selects the nearest target.

Distant

Selects a target at a certain distance.

Field Of View:

Here we put a link to the vision component for AI.

To adjust the vision, read the:

pageVision

Shoot Settings

Fire Point:

The point where the bullets will fly out.

Bullet:

Here we put the bullet we created.

Impulse Amplifier:

Additional bullet momentum.

Rpm:

The number of shots fired per minute.

Queue:

The number of cartridges produced per turn.

Name

Description

Randomize

Random delay between queues.

Delay

The delay between queues.

Fire Sound:

We put here a link to the sound effects when shooting.

Fire Effect:

Responsible for the effects when shooting.

Example:

When shooting, a cartridge flies out of the chamber or a flame appears at the muzzle from the shot.

Reload Settings

Name

Description

Bullet Count

The number of cartridges in the horn after reloading.

Reload Time

Reload time.

Reload Sound

The sound of reloading.

Animation Settings

Name

Description

Fire State

Animation of shooting.

Reload State

Animation of reloading.

After that, in each floor, you need to write the name of the animation, the animation layer and the transition time to this animation.

Search Settings

Name

Description

Delay Time

The waiting time after the target has disappeared from the field of view.

Search Steps

The number of search attempts after the goal was lost.

Search Step Radius

The radius in which the AI will search for the lost target.

Cover Settings

Cover Behaviour

The algorithm for choosing a shelter.

Name

Description

Any Available

Any available shelter.

Nearest

The nearest shelter.

Distant

Distant shelter.

Cover Map Initialization

By name: initialization by object name.

Manual: by dragging the Cover Map.

Audio Settings

Name

Description

Audio Source

Here you need to pass a link to the Audio Source of our AI.

Default Transition

Target Behavior: responsible for the state that the AI will go to when it loses the target.

Event Callback

On Enable Event ()

Events that will occur when entering the state.

On Disable Event ()

Events that will occur when exiting the state.

RayCast Shooting

Vision Settings

Target Selection:

Responsible for the type of choice the object of persecution.

Name

Description

First

Selects the first target seen.

Nearest

Selects the nearest target.

Distant

Selects a target at a certain distance.

Field Of View:

Here we put a link to the vision component for AI.

To adjust the vision, read the:

pageVision

Shoot Settings

Fire Point:

The point where the bullets will fly out.

Bullet:

Here we put the bullet we created.

Impulse Amplifier:

Additional bullet momentum.

Culling Layer

Layers with which it can interact.

Rpm:

The number of shots fired per minute.

Queue:

The number of cartridges produced per turn.

Name

Description

Randomize

Random delay between queues.

Delay

The delay between queues.

Fire Sound:

We put here a link to the sound effects when shooting.

Fire Effect:

Responsible for the effects when shooting.

Example:

When shooting, a cartridge flies out of the chamber or a flame appears at the muzzle from the shot.

Accuracy Settings

Spread Multiplier - the coefficient of increasing the spread.

Reload Settings

Name

Description

Bullet Count

The number of cartridges in the horn after reloading.

Reload Time

Reload time.

Reload Sound

The sound of reloading.

Animation Settings

Name

Description

Fire State

Animation of shooting.

Reload State

Animation of reloading.

After that, in each floor, you need to write the name of the animation, the animation layer and the transition time to this animation.

Search Settings

Name

Description

Delay Time

The waiting time after the target has disappeared from the field of view.

Search Steps

The number of search attempts after the goal was lost.

Search Step Radius

The radius in which the AI will search for the lost target.

Cover Settings

Cover Behaviour

The algorithm for choosing a shelter.

Name

Description

Any Available

Any available shelter.

Nearest

The nearest shelter.

Distant

Distant shelter.

Cover Map Initialization

By name: initialization by object name.

Manual: by dragging the Cover Map.

Audio Settings

Name

Description

Audio Source

Here you need to pass a link to the Audio Source of our AI.

Effect Settings

Name

Description

Line Renderer Effect

Here we pass the Ray Trail component from our bullet.

Decal Mapping

Here we pass a link to Decal Mapping.

Ray Trail - responsible for drawing the bullet.

Default Transition

Target Behavior: responsible for the state that the AI will go to when it loses the target.

Event Callback

On Enable Event ()

Events that will occur when entering the state.

On Disable Event ()

Events that will occur when exiting the state.

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