Difference between revisions of "Enemy Edit Mode"
From Halfway
(Created page with "=== Base Controls === To place enemies you need to be in the "Place Enemy mode". You can only place enemies in tiles that have a walkable collision. ====How you place an en...") |
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#Now place it on a free spot in the map where the collision is on walkable. | #Now place it on a free spot in the map where the collision is on walkable. | ||
#R-Click to unselect your current enemy brush | #R-Click to unselect your current enemy brush | ||
− | #Now double L-Click the enemy you place before, that should open the settings | + | #Now double L-Click the enemy you place before, that should open the settings menu of this enemy. |
#Set the direction it should look and click on the folder icon to load a template. | #Set the direction it should look and click on the folder icon to load a template. | ||
#Select the Infested01Mechanic template in this case. | #Select the Infested01Mechanic template in this case. | ||
Line 22: | Line 22: | ||
* R-Click to unselect you current enemy selection | * R-Click to unselect you current enemy selection | ||
− | === | + | ====Enemy Options ==== |
− | + | [[file:EnemyOption.png]] | |
− | + | ||
− | + | #Direction: You can set the direction the enemy will look when spawned. | |
− | + | #Enemy Typ: Load a preset json file for the enemy. | |
− | + | ##Note: it should match at least the visual enemy type you selected because else some animation may not showing | |
− | + | #AI Type: You can overwrite the default setting of your preset here. | |
− | + | #AI Brain: Select which AI Brain the AI Type should use. (Need to be defined in the ai_archetypes.json to show up here) | |
+ | |||
+ | === AI Types === | ||
+ | |||
+ | There are 6 AI types that behave different by code and are the base for all further AI tweaks you may want to make: | ||
+ | |||
+ | #Standard | ||
+ | ##This is the normal running around and shooting enemy type. It is careful and seeks cover but tries to be very offensive. | ||
+ | ##The Infested02 models are used mainly for this type of enemy. | ||
+ | #Berserker | ||
+ | ##This is the close combat enemy . It doesn't give a shit about cover and just tries to run at you an hit you with it's close combat attack. | ||
+ | ## The infested01 models are the main use for this AI. | ||
+ | #Tank | ||
+ | ##The Tank is similar to the Standart but it doesn't care for cover that much. It basic behavior is like this: Move into shooting range, start shooting and don't care if get hit. It stays there until you move out of range or it gets killed. | ||
+ | ##The infested03 models are the main enemy types used with this AI type. | ||
+ | #Turret | ||
+ | ##The turret is a static enemy type that is hidden and can't be attacked until it sees an player. It tries to shoot you even thought it has only very low hit chances. | ||
+ | ##The moving turret is a subset of this AI type and needs a [[Moving Turret Target Trigger]] to work. Other then the initial moving to its location it is quite similar. | ||
+ | ##Use the turret and moving turret assets for this AI Type as it needs special animations. | ||
+ | #Sniper | ||
+ | ##Sniper is the same base type like the standard but it is more careful and tries to stay out of reach and in cover. | ||
+ | ##Use the Infested02 models for this one, but don't forget to give them some sniper weapons. ;) | ||
+ | #Scout: | ||
+ | ##The scout is a the Alien Drone. It is fast and moves alot. It can attack twice. | ||
+ | ##Use the drone assets for this one. |
Revision as of 11:51, 17 September 2014
Contents
Base Controls
To place enemies you need to be in the "Place Enemy mode". You can only place enemies in tiles that have a walkable collision.
How you place an enemy:
- Go into the Enemy mode and select the Enemies tab on the left side.
- Select one of the enemy, lets say infested01Mechanic
- Make sure you are on the Enemy layer.
- Now place it on a free spot in the map where the collision is on walkable.
- R-Click to unselect your current enemy brush
- Now double L-Click the enemy you place before, that should open the settings menu of this enemy.
- Set the direction it should look and click on the folder icon to load a template.
- Select the Infested01Mechanic template in this case.
- You are done. The other settings are explained further down on this page.
Mouse and keyboard:
- L-Click: Place an enemy
- D + L-Click: Delete an enemy.
- Double L-Click: Open Settings for the enemies.
- R-Click to unselect you current enemy selection
Enemy Options
- Direction: You can set the direction the enemy will look when spawned.
- Enemy Typ: Load a preset json file for the enemy.
- Note: it should match at least the visual enemy type you selected because else some animation may not showing
- AI Type: You can overwrite the default setting of your preset here.
- AI Brain: Select which AI Brain the AI Type should use. (Need to be defined in the ai_archetypes.json to show up here)
AI Types
There are 6 AI types that behave different by code and are the base for all further AI tweaks you may want to make:
- Standard
- This is the normal running around and shooting enemy type. It is careful and seeks cover but tries to be very offensive.
- The Infested02 models are used mainly for this type of enemy.
- Berserker
- This is the close combat enemy . It doesn't give a shit about cover and just tries to run at you an hit you with it's close combat attack.
- The infested01 models are the main use for this AI.
- Tank
- The Tank is similar to the Standart but it doesn't care for cover that much. It basic behavior is like this: Move into shooting range, start shooting and don't care if get hit. It stays there until you move out of range or it gets killed.
- The infested03 models are the main enemy types used with this AI type.
- Turret
- The turret is a static enemy type that is hidden and can't be attacked until it sees an player. It tries to shoot you even thought it has only very low hit chances.
- The moving turret is a subset of this AI type and needs a Moving Turret Target Trigger to work. Other then the initial moving to its location it is quite similar.
- Use the turret and moving turret assets for this AI Type as it needs special animations.
- Sniper
- Sniper is the same base type like the standard but it is more careful and tries to stay out of reach and in cover.
- Use the Infested02 models for this one, but don't forget to give them some sniper weapons. ;)
- Scout:
- The scout is a the Alien Drone. It is fast and moves alot. It can attack twice.
- Use the drone assets for this one.