The AI of Halfway can be split up in 6 different types:
Each has its base behavior you can build upon. In this json this base behavior can be tweaked and defined as "Brains". Currently each AI type has one brain, called "default" but you can add as many new ones as you'd like.
Each brain has to have two sub-brains: One Strong (AI is health, this gets used) and a Weak (AI is wounded (below 25%) now this brain gets used) That allows to define different patterns if an enemy is wounded.
Also in this file , the noise are defined elemets in the game are creating. They are then used to activate the AI and make them follow noises.
Note about noise an visibility:
- If a AI can't see you, but hears a noise, it will go to that noise an will look what is going on.
- If a AI it self does not hear anything and can't see you, but another AI agent is hearing/seeing something, the first AI will then follow the second one to help him and see what is going on.
- Only player are producing noise. AI are muted because this lead to AI chasing AI problems as the game only knows one type of noise and can't say the difference between player produced noise and the one done by the AI. ;)
- Important;Don't make the noise radius to big as it can lead to stutters and slow downs in the game.
Basic Overview how the AI works
The AI system is