DEdit Objects: AIVolumes - WildChargerTV/TRON-2.0-Security-Protocol GitHub Wiki
AIVolumes: Overview
Official Description: Volumes placed for areas the AI can travel in. Some have special attributes to inform the AI of actions to take while in the volume.
AIVolumes denote open space to an AI, and must be placed everywhere an AI may travel. AIVolumes are invisible to the player.
The restrictions and requirements for placing AIVolumes in general are:
- AIVolumes do not contain any physical obstacles (e.g. desks, walls, columns, etc).
- AIVolumes align exactly with adjacent AIVolumes.
- AIVolumes containing doors must be narrow volumes just containing the dimensions of the closed door. Only one door may be in an AIVolume.
- AIVolumes have minimum dimensions in XZ of 48x48.
- AIVolumes are generally 16 units tall, and 8 units off the ground. This is not a requirement.
- AIVolumes touching other AIVolumes must have a connection of at least 48 units.
There are several varieties of AIVolumes, used for different purposes. Below are descriptions of the purposes and parameters of the different types of AIVolumes.
AIVolume
Official Description: AIVolume is the most basic volume type. All other AIVolume objects are derived from AIVolume. All AIVolumes have the parameters below at a minimum.
AIVolumeAmbientLife
Official Description: There is nothing special about AIVolumeAmbientLife. The volume types simply exists so that ambient life AI can be use a set of volumes that other AI do not use (e.g. so that a rat can run under a table, but a soldier cannot). AI are restricted from pathfinding through AIVolumeAmbientLife by adding this line to their AI Attribute Template in AIButes.txt: CanUseVolumeAmbientLife = FALSE
AIVolumeJumpOver
Official Description: AI use AIVolumeJumpOvers to pathfind and jump over obstacles (e.g. fences). This volume should connect to AIVolumes horizontally. AI jump from one edge of the volume to the opposite edge. The height of the parabola of the jump is determined by the height of the top of the volume.
AIVolumeJumpUp
Official Description: AI use AIVolumeJumpUps to pathfind and jump up and down from things (e.g. rooftops). This volume should connect to AIVolumes above and below the jump destination. AIVolumeJumpUp has several additional parameters.
AIVolumeJunction
Official Description: AI get lost when chasing a target, and running through an AIVolumeJunction while the target is out of sight. A junction connects up to four AIVolumes. AIVolumeJunctions have extra parameters determining the percent chance of different actions that can be taken once the junction is reached. The extra parameters are duplicated for each of the connecting volumes in four possible directions, North, South, East, and West.
AIVolumeLadder
Official Description: AI use AIVolumeLadders to pathfind and climb on ladders. This volume should be centered on the ladder, and connect to AIVolumes above and below the ladder. AI play a special death animation when killed inside an AIVolumeLadder.
AIVolumeLedge
Official Description: AI play a special death animation when killed inside an AIVolumeLedge. These volumes are typically used on balconies, rooftops, and cliffs. The angle of the Yaw determines which direction the AI will fall off the ledge.
AIVolumeStairs
Official Description: AI use AIVolumeStairs to pathfind and walk up stairs. This volume should enclose the staircase, and connect to AIVolumes above and below the stairs. AI play a special death animation when killed inside an AIVolumeStairs. The angle of the Yaw determines which direction the AI will roll down the stairs when killed.
AIVolumePlayerInfo
AIVolumePlayerInfo is totally unrelated to the other AIVolumes. AIVolumePlayerInfo is not used for AI pathfinding. It is used to determine if the player is hidden, or attackable from an associated AINodeView. AIVolumePlayerInfo has a number of unique parameters.