Difference between revisions of "Enemy Edit Mode"

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(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 mennu of this enemy.
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#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.
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* R-Click to unselect you current enemy selection
 
* R-Click to unselect you current enemy selection
  
=== Informations and tips===
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====Enemy Options ====
  
* Tiles have to be 32*32 pixels wide
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[[file:EnemyOption.png]]
* Tile layer can be rendered in all three render modes: normal, additive and multiply.
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* R-Click and drag can be very powerful if you want to copy complete rooms.
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#Direction: You can set the direction the enemy will look when spawned.
* Borders for the walls and on the floor are tedious to place but they improve the look of a level a lot.
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#Enemy Typ: Load a preset json file for the enemy.
**Copy over similar structures can ease the pain. So place them smart ;)
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##Note: it should match at least the visual enemy type you selected because else some animation may not showing
* Use drop shadows at the walls to give the level a sense of depth.
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#AI Type: You can overwrite the default setting of your preset here.
** Halfway uses a multiplied layer at 75% transparency. (Don't forget to adjust the shadow layer to the same settings.)
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#AI Brain: Select which AI Brain the AI Type should use. (Need to be defined in the ai_archetypes.json to show up here)
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=== AI Types ===
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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
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##This is the normal running around and shooting enemy type. It is careful and seeks cover but tries to be very offensive.
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##The Infested02 models are used mainly for this type of enemy.
 +
#Berserker
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##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.
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## The infested01 models are the main use for this AI.
 +
#Tank
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##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
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##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.
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##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
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##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:
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##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

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:

  1. Go into the Enemy mode and select the Enemies tab on the left side.
  2. Select one of the enemy, lets say infested01Mechanic
  3. Make sure you are on the Enemy layer.
  4. Now place it on a free spot in the map where the collision is on walkable.
  5. R-Click to unselect your current enemy brush
  6. Now double L-Click the enemy you place before, that should open the settings menu of this enemy.
  7. Set the direction it should look and click on the folder icon to load a template.
  8. Select the Infested01Mechanic template in this case.
  9. 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

EnemyOption.png

  1. Direction: You can set the direction the enemy will look when spawned.
  2. Enemy Typ: Load a preset json file for the enemy.
    1. Note: it should match at least the visual enemy type you selected because else some animation may not showing
  3. AI Type: You can overwrite the default setting of your preset here.
  4. 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:

  1. Standard
    1. This is the normal running around and shooting enemy type. It is careful and seeks cover but tries to be very offensive.
    2. The Infested02 models are used mainly for this type of enemy.
  2. Berserker
    1. 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.
    2. The infested01 models are the main use for this AI.
  3. Tank
    1. 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.
    2. The infested03 models are the main enemy types used with this AI type.
  4. Turret
    1. 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.
    2. 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.
    3. Use the turret and moving turret assets for this AI Type as it needs special animations.
  5. Sniper
    1. Sniper is the same base type like the standard but it is more careful and tries to stay out of reach and in cover.
    2. Use the Infested02 models for this one, but don't forget to give them some sniper weapons. ;)
  6. Scout:
    1. The scout is a the Alien Drone. It is fast and moves alot. It can attack twice.
    2. Use the drone assets for this one.