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		<title>DCamer в 21:38, 15 июня 2012</title>
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&lt;table style=&quot;background-color: white; color:black;&quot;&gt;
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		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;← Предыдущая&lt;/td&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;Версия 21:38, 15 июня 2012&lt;/td&gt;
		&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Строка 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Строка 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;{{В процессе перевода|дата=11 января 2012}}&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;= Введение =&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;= Введение&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;&amp;lt;br/&amp;gt; &lt;/del&gt;=&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Несмотря на широкие графические возможности CryENGINE 2, его красивая графика ещё не делает каждый уровень интересным и правильным с точки зрения дизайна уровней. Crysis не только был технической демонстрацией движка, но также преподносил линейный, в то же время ориантированный на выбор игрока геймплей. Это пособие направлено на повышение знаний дизайнеров об игровой настройке ИИ, и создания расширенных возможностей по управлению единицами ИИ в игре, чтобы приспособить их к любым вариантам дизайна уровней. Это руководство предполагает, что вы владеете эементарными техниками дизайна уровней, такими как '''''триггеры'' '''и '''''сценарии flowgraph'''''.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Несмотря на широкие графические возможности CryENGINE 2, его красивая графика ещё не делает каждый уровень интересным и правильным с точки зрения дизайна уровней. Crysis не только был технической демонстрацией движка, но также преподносил линейный, в то же время ориантированный на выбор игрока геймплей. Это пособие направлено на повышение знаний дизайнеров об игровой настройке ИИ, и создания расширенных возможностей по управлению единицами ИИ в игре, чтобы приспособить их к любым вариантам дизайна уровней. Это руководство предполагает, что вы владеете эементарными техниками дизайна уровней, такими как '''''триггеры'' '''и '''''сценарии flowgraph'''''.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;= Использование нода Entity:BroadcastEvent в своих целях&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;&amp;lt;br/&amp;gt; =&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;= Использование нода Entity:BroadcastEvent в своих целях =&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;'''Entity:BroadcastEvent''' is an iterative flowgraph node that is capable of selecting a multitude of entities (on the basis of their names containing a certain string) and then performing an entity event. How does this aid in level design? Instead of manually adding all entities to a given flowgraph for whatever purpose, you can simply set up all your entities with certain names (which you should be doing anyway for organisation's sake!) and then execute one flowgraph node. This means that if you decide to, say, change the amount of enemies in the future, you can simply add them with certain names and not worry about rescripting them. Let’s look at an example of this now in a real level design scenario.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;== Появление ИИ&amp;lt;br/&amp;gt; ==&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;For the purposes of this tutorial we are only going to apply the effect to two alien troopers, but this will work on much larger groups of AI if necessary.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;=== Правила наименования&amp;lt;br/&amp;gt; ==&lt;/del&gt;=&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Firstly, we need to set our AI up with names that are guaranteed to be unique. I personally use a fairly long string that corresponds to the event in the level. For this particular occasion I have used &lt;/del&gt;'''&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;CrashSiteAI&lt;/del&gt;''' &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;as the prefix to the entity names &lt;/del&gt;(&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;''the actual troopers are CrashSiteAI1 and CrashSiteAI2 respectively''&lt;/del&gt;).&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;'''&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Entity:BroadcastEvent&lt;/ins&gt;''' &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;- итеративный нод, который может выбрать множество сущносте &lt;/ins&gt;(&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;на основе их имен, содержащих определенную строку&lt;/ins&gt;)&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;, а затем выполняет событие сущности. Как это может помощь в дизайне уровней? Вместо того, чтобы вручную добавлять все сущности к потоковому графу в любых целях, вы можете просто назвать все ваши сущности по определенному (что надо делать в любом случае ради порядка!), а затем выполнять всё в одном ноде. Это означает, что если вы решите, например, изменить количество врагов в будущем, вы можете просто добавить их с определенными именами и не беспокоиться о их рескриптинге. Теперь давайте посмотрим на пример этого в реальном дизайне уровней&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;==&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;= Отключение единиц &lt;/del&gt;ИИ &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;при старте&amp;lt;br/&amp;gt; =&lt;/del&gt;==&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;== &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Появление &lt;/ins&gt;ИИ ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;В целях этого руководства мы всего лишь применим эффект к двум труперам, но он будет работать на значительно большем количестве групп ИИ, если необходимо.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;What will happen with these AI? Well&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;I want to disable them until the point where the player triggers a certain event which in this instance is entering a proximity trigger&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Firstly&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;let's take a look at the necessary setup to disable the AI on game start&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;The flowgraph looks like this:&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;=== Правила наименования ===&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;&amp;lt;center&amp;gt;[[File:EAIS DisableFG.jpg|RTENOTITLE]]&amp;lt;/center&amp;gt;&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Сначала нам необходимо назвать нашего ИИ таким именем&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;которые гарантированно будет уникальным&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Лично я использую довольно длинную строку&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;которая соответствует событию на уровне&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;В данном конкретном случае я использовал &lt;/ins&gt;'''&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;CrashSiteAI&lt;/ins&gt;''' &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;в качестве префикса для имени сущностей (''фактически труперы имеют название CrashSiteAI1 и CrashSiteAI2 соответственно&lt;/ins&gt;.&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;'')&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;We want to call the &lt;/del&gt;'''&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Disable&lt;/del&gt;''' &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;event for the troopers&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;You can view a full list of entity events by either viewing the Input/Output section of the entity in the rollup bar, or by adding the entity to a flowgraph and looking at the different options available&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;=== &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Включение по входу &lt;/del&gt;в &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;триггер&lt;/del&gt;&amp;lt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;br&lt;/del&gt;/&amp;gt; &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;===&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;=== &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Отключение единиц ИИ при старте ===&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Что произойдет с этими ИИ? Ну, я хочу, отключить их до того момента, пока игрок не вызовет определенное событие, которое &lt;/ins&gt;в &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;данном случае — вход в ProximityTrigger. Сначала давайте взглянем на необходимые настройки для отключения ИИ при начале игры. Потоковый граф выглядит следующим образом:&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;&amp;lt;center&amp;gt;[[File:EAIS DisableFG.jpg]]&lt;/ins&gt;&amp;lt;/&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;center&lt;/ins&gt;&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Мы хотим вызвать событие '''Disable''' для труперов. Вы можете просмотреть полный список событий сущности взглянув в разделе «Input/Output» сворачивающейся панели, либо путем добавления сущности в потоковый граф и, просмотром доступных параметров.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Now we need to call the &lt;/del&gt;'''Enable''' &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;event when the player enters the trigger&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;The flowgraph is made in a very similar fashion&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;=== Включение по входу в триггер ===&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;lt;center&amp;gt;[[File:EAIS EnableFG.jpg&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;|RTENOTITLE&lt;/del&gt;]]&amp;lt;/center&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Теперь нам необходимо вызвать событие &lt;/ins&gt;'''Enable''' &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;когда игрок войдёт в триггер&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Потоковый граф делается очень похожим образом&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;More to come in the future on extensible AI setup&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;I hope this has helped some people understand flexible design more and that your projects benefit at least slightly&lt;/del&gt;.&amp;amp;nbsp;:)&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;lt;center&amp;gt;[[File:EAIS EnableFG.jpg]]&amp;lt;/center&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;lt;center&amp;gt;[[File:EAIS cover.jpg&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;|RTENOTITLE&lt;/del&gt;]]&amp;lt;/center&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;&amp;gt;&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Подробные детали по расширенной настройки ИИ будут в будущем&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;а пока надеюсь, что это помогло некоторым людям чуть больше понять гибкий дизайн и что это хоть чуть-чуть помогло вашим проектам&lt;/ins&gt;.&amp;amp;nbsp;:)&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;&amp;lt;br/&amp;gt;&amp;lt;br/&lt;/del&gt;&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;lt;center&amp;gt;[[File:EAIS cover.jpg]]&amp;lt;/center&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;[[Category:Синглплеер]] &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;&amp;lt;br/&amp;gt;&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;[[Category:Синглплеер]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>DCamer</name></author>	</entry>

	<entry>
		<id>http://wiki.crymod.net/index.php?title=%D0%A0%D0%B0%D1%81%D1%88%D0%B8%D1%80%D0%B5%D0%BD%D0%BD%D0%B0%D1%8F_%D0%BD%D0%B0%D1%81%D1%82%D1%80%D0%BE%D0%B9%D0%BA%D0%B0_%D0%98%D0%98&amp;diff=3277&amp;oldid=prev</id>
		<title>Alex626 в 13:51, 11 января 2012</title>
		<link rel="alternate" type="text/html" href="http://wiki.crymod.net/index.php?title=%D0%A0%D0%B0%D1%81%D1%88%D0%B8%D1%80%D0%B5%D0%BD%D0%BD%D0%B0%D1%8F_%D0%BD%D0%B0%D1%81%D1%82%D1%80%D0%BE%D0%B9%D0%BA%D0%B0_%D0%98%D0%98&amp;diff=3277&amp;oldid=prev"/>
				<updated>2012-01-11T13:51:15Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: white; color:black;&quot;&gt;
			&lt;col class='diff-marker' /&gt;
			&lt;col class='diff-content' /&gt;
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			&lt;col class='diff-content' /&gt;
		&lt;tr valign='top'&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;← Предыдущая&lt;/td&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;Версия 13:51, 11 января 2012&lt;/td&gt;
		&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Строка 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Строка 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;{{В процессе перевода|дата=11 января 2012}}&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;= Введение&amp;lt;br/&amp;gt; =&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;= Введение&amp;lt;br/&amp;gt; =&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Строка 27:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Строка 29:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;More to come in the future on extensible AI setup, I hope this has helped some people understand flexible design more and that your projects benefit at least slightly.&amp;amp;nbsp;:)&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;More to come in the future on extensible AI setup, I hope this has helped some people understand flexible design more and that your projects benefit at least slightly.&amp;amp;nbsp;:)&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;lt;center&amp;gt;[[File:EAIS cover.jpg|RTENOTITLE]]&amp;lt;/center&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;lt;center&amp;gt;[[File:EAIS cover.jpg|RTENOTITLE]]&amp;lt;/center&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;lt;br/&amp;gt;[[Category:Синглплеер]] &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;&amp;lt;br/&amp;gt;&lt;/del&gt;&amp;lt;br/&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;lt;br/&amp;gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;&amp;lt;br/&amp;gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;[[Category:Синглплеер]] &amp;lt;br/&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Alex626</name></author>	</entry>

	<entry>
		<id>http://wiki.crymod.net/index.php?title=%D0%A0%D0%B0%D1%81%D1%88%D0%B8%D1%80%D0%B5%D0%BD%D0%BD%D0%B0%D1%8F_%D0%BD%D0%B0%D1%81%D1%82%D1%80%D0%BE%D0%B9%D0%BA%D0%B0_%D0%98%D0%98&amp;diff=3276&amp;oldid=prev</id>
		<title>Alex626 в 13:49, 11 января 2012</title>
		<link rel="alternate" type="text/html" href="http://wiki.crymod.net/index.php?title=%D0%A0%D0%B0%D1%81%D1%88%D0%B8%D1%80%D0%B5%D0%BD%D0%BD%D0%B0%D1%8F_%D0%BD%D0%B0%D1%81%D1%82%D1%80%D0%BE%D0%B9%D0%BA%D0%B0_%D0%98%D0%98&amp;diff=3276&amp;oldid=prev"/>
				<updated>2012-01-11T13:49:18Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: white; color:black;&quot;&gt;
			&lt;col class='diff-marker' /&gt;
			&lt;col class='diff-content' /&gt;
			&lt;col class='diff-marker' /&gt;
			&lt;col class='diff-content' /&gt;
		&lt;tr valign='top'&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;← Предыдущая&lt;/td&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;Версия 13:49, 11 января 2012&lt;/td&gt;
		&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Строка 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Строка 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;=&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Intro&lt;/del&gt;=&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;= &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Введение&amp;lt;br/&amp;gt; &lt;/ins&gt;=&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Despite &lt;/del&gt;CryENGINE 2&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;'s overwhelming graphics capabilities&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;eye candy does not a level make; as much as &lt;/del&gt;Crysis &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;was about being a graphical technical demonstration&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;it is still remembered for its linear yet strongly choice-orientated gameplay&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;This tutorial&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;targeted at any level designers using Sandbox 2&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;aims to provide more information on the set up of the AI included in the game; specifically, making sure your AI setup is extensible and will survive the many design iterations that your level will inevitably undergo&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;This tutorial assumes you have rudimentary knowledge of certain level design principles such as &lt;/del&gt;''&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;triggers&lt;/del&gt;'' &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;and &lt;/del&gt;''flowgraph &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;scripting&lt;/del&gt;''.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Несмотря на широкие графические возможности &lt;/ins&gt;CryENGINE 2, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;его красивая графика ещё не делает каждый уровень интересным и правильным с точки зрения дизайна уровней. &lt;/ins&gt;Crysis &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;не только был технической демонстрацией движка&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;но также преподносил линейный, в то же время ориантированный на выбор игрока геймплей&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Это пособие направлено на повышение знаний дизайнеров об игровой настройке ИИ&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;и создания расширенных возможностей по управлению единицами ИИ в игре&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;чтобы приспособить их к любым вариантам дизайна уровней&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Это руководство предполагает, что вы владеете эементарными техниками дизайна уровней, такими как &lt;/ins&gt;'''''&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;триггеры&lt;/ins&gt;'&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;' '''и '''''сценарии &lt;/ins&gt;flowgraph&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;'''&lt;/ins&gt;''.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;= Использование нода Entity:BroadcastEvent в своих целях&amp;lt;br/&amp;gt; =&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;=Using the Entity:BroadcastEvent node to your advantage=&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;'''Entity:BroadcastEvent''' is an iterative flowgraph node that is capable of selecting a multitude of entities (on the basis of their names containing a certain string) and then performing an entity event. How does this aid in level design? Instead of manually adding all entities to a given flowgraph for whatever purpose, you can simply set up all your entities with certain names (which you should be doing anyway for organisation's sake!) and then execute one flowgraph node. This means that if you decide to, say, change the amount of enemies in the future, you can simply add them with certain names and not worry about rescripting them. Let’s look at an example of this now in a real level design scenario.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;'''Entity:BroadcastEvent''' is an iterative flowgraph node that is capable of selecting a multitude of entities (on the basis of their names containing a certain string) and then performing an entity event. How does this aid in level design? Instead of manually adding all entities to a given flowgraph for whatever purpose, you can simply set up all your entities with certain names (which you should be doing anyway for organisation's sake!) and then execute one flowgraph node. This means that if you decide to, say, change the amount of enemies in the future, you can simply add them with certain names and not worry about rescripting them. Let’s look at an example of this now in a real level design scenario.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;==&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Spawning AI&lt;/del&gt;==&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;== &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Появление ИИ&amp;lt;br/&amp;gt; &lt;/ins&gt;==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;For the purposes of this tutorial we are only going to apply the effect to two alien troopers, but this will work on much larger groups of AI if necessary.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;For the purposes of this tutorial we are only going to apply the effect to two alien troopers, but this will work on much larger groups of AI if necessary.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;===&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Naming Conventions&lt;/del&gt;===&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;=== &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Правила наименования&amp;lt;br/&amp;gt; &lt;/ins&gt;===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Firstly, we need to set our AI up with names that are guaranteed to be unique. I personally use a fairly long string that corresponds to the event in the level. For this particular occasion I have used '''CrashSiteAI''' as the prefix to the entity names (''the actual troopers are CrashSiteAI1 and CrashSiteAI2 respectively'').&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Firstly, we need to set our AI up with names that are guaranteed to be unique. I personally use a fairly long string that corresponds to the event in the level. For this particular occasion I have used '''CrashSiteAI''' as the prefix to the entity names (''the actual troopers are CrashSiteAI1 and CrashSiteAI2 respectively'').&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;===&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Disabling on Game Start&lt;/del&gt;===&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;=== &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Отключение единиц ИИ при старте&amp;lt;br/&amp;gt; &lt;/ins&gt;===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;What will happen with these AI? Well, I want to disable them until the point where the player triggers a certain event which in this instance is entering a proximity trigger. Firstly, let's take a look at the necessary setup to disable the AI on game start. The flowgraph looks like this:&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;What will happen with these AI? Well, I want to disable them until the point where the player triggers a certain event which in this instance is entering a proximity trigger. Firstly, let's take a look at the necessary setup to disable the AI on game start. The flowgraph looks like this:&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;lt;center&amp;gt;[[&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;File&lt;/ins&gt;:&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;EAIS DisableFG&lt;/ins&gt;.jpg&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;|RTENOTITLE&lt;/ins&gt;]]&amp;lt;/center&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;lt;center&amp;gt;[[&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Image&lt;/del&gt;:&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;EAIS_DisableFG&lt;/del&gt;.jpg]]&amp;lt;/center&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;We want to call the '''Disable''' event for the troopers. You can view a full list of entity events by either viewing the Input/Output section of the entity in the rollup bar, or by adding the entity to a flowgraph and looking at the different options available.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;We want to call the '''Disable''' event for the troopers. You can view a full list of entity events by either viewing the Input/Output section of the entity in the rollup bar, or by adding the entity to a flowgraph and looking at the different options available.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;===&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Enabling on Trigger Entry&lt;/del&gt;===&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;=== &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Включение по входу в триггер&amp;lt;br/&amp;gt; &lt;/ins&gt;===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Now we need to call the '''Enable''' event when the player enters the trigger. The flowgraph is made in a very similar fashion.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Now we need to call the '''Enable''' event when the player enters the trigger. The flowgraph is made in a very similar fashion.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;lt;center&amp;gt;[[&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;File&lt;/ins&gt;:&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;EAIS EnableFG&lt;/ins&gt;.jpg&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;|RTENOTITLE&lt;/ins&gt;]]&amp;lt;/center&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;lt;center&amp;gt;[[&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Image&lt;/del&gt;:&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;EAIS_EnableFG&lt;/del&gt;.jpg]]&amp;lt;/center&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;More to come in the future on extensible AI setup, I hope this has helped some people understand flexible design more and that your projects benefit at least slightly.&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;&amp;amp;nbsp;&lt;/ins&gt;:)&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;lt;center&amp;gt;[[&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;File&lt;/ins&gt;:&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;EAIS cover&lt;/ins&gt;.jpg&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;|RTENOTITLE&lt;/ins&gt;]]&amp;lt;/center&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;More to come in the future on extensible AI setup, I hope this has helped some people understand flexible design more and that your projects benefit at least slightly. :)&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;&amp;lt;br/&amp;gt;&lt;/ins&gt;[[&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Category&lt;/ins&gt;:Синглплеер]] &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;lt;center&amp;gt;[[&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Image&lt;/del&gt;:&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;EAIS_cover&lt;/del&gt;.jpg]]&amp;lt;/center&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;[[&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Категория&lt;/del&gt;:Синглплеер]]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Alex626</name></author>	</entry>

	<entry>
		<id>http://wiki.crymod.net/index.php?title=%D0%A0%D0%B0%D1%81%D1%88%D0%B8%D1%80%D0%B5%D0%BD%D0%BD%D0%B0%D1%8F_%D0%BD%D0%B0%D1%81%D1%82%D1%80%D0%BE%D0%B9%D0%BA%D0%B0_%D0%98%D0%98&amp;diff=3272&amp;oldid=prev</id>
		<title>Alex626 в 13:31, 11 января 2012</title>
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				<updated>2012-01-11T13:31:26Z</updated>
		
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&lt;table style=&quot;background-color: white; color:black;&quot;&gt;
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		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;← Предыдущая&lt;/td&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;Версия 13:31, 11 января 2012&lt;/td&gt;
		&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Строка 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Строка 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;=Intro=&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Despite CryENGINE 2's overwhelming graphics capabilities, eye candy does not a level make; as much as Crysis was about being a graphical technical demonstration, it is still remembered for its linear yet strongly choice-orientated gameplay. This tutorial, targeted at any level designers using Sandbox 2, aims to provide more information on the set up of the AI included in the game; specifically, making sure your AI setup is extensible and will survive the many design iterations that your level will inevitably undergo. This tutorial assumes you have rudimentary knowledge of certain level design principles such as ''triggers'' and ''flowgraph scripting''.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;=Using the Entity:BroadcastEvent node to your advantage=&amp;lt;br/&amp;gt;'''Entity:BroadcastEvent''' is an iterative flowgraph node that is capable of selecting a multitude of entities (on the basis of their names containing a certain string) and then performing an entity event. How does this aid in level design? Instead of manually adding all entities to a given flowgraph for whatever purpose, you can simply set up all your entities with certain names (which you should be doing anyway for organisation's sake!) and then execute one flowgraph node. This means that if you decide to, say, change the amount of enemies in the future, you can simply add them with certain names and not worry about rescripting them. Let’s look at an example of this now in a real level design scenario.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;==Spawning AI==&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;For the purposes of this tutorial we are only going to apply the effect to two alien troopers, but this will work on much larger groups of AI if necessary.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;===Naming Conventions===&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Firstly, we need to set our AI up with names that are guaranteed to be unique. I personally use a fairly long string that corresponds to the event in the level. For this particular occasion I have used '''CrashSiteAI''' as the prefix to the entity names (''the actual troopers are CrashSiteAI1 and CrashSiteAI2 respectively'').&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;===Disabling on Game Start===&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;What will happen with these AI? Well, I want to disable them until the point where the player triggers a certain event which in this instance is entering a proximity trigger. Firstly, let's take a look at the necessary setup to disable the AI on game start. The flowgraph looks like this:&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;amp;lt;center&amp;amp;gt;[[File:EAIS DisableFG.jpg|RTENOTITLE]]&amp;amp;lt;/center&amp;amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;We want to call the '''Disable''' event for the troopers. You can view a full list of entity events by either viewing the Input/Output section of the entity in the rollup bar, or by adding the entity to a flowgraph and looking at the different options available.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;===Enabling on Trigger Entry===&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Now we need to call the '''Enable''' event when the player enters the trigger. The flowgraph is made in a very similar fashion.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;amp;lt;center&amp;amp;gt;[[File:EAIS EnableFG.jpg|RTENOTITLE]]&amp;amp;lt;/center&amp;amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;More to come in the future on extensible AI setup, I hope this has helped some people understand flexible design more and that your projects benefit at least slightly.&amp;amp;nbsp;:)&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;amp;lt;center&amp;amp;gt;[[File:EAIS cover.jpg|RTENOTITLE]]&amp;amp;lt;/center&amp;amp;gt;&amp;lt;br/&amp;gt;&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;=Intro=&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;[[&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Category&lt;/del&gt;:&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Синглплеер|Singleplayer&lt;/del&gt;]]&amp;lt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;br&lt;/del&gt;/&amp;gt;&amp;lt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;br&lt;/del&gt;/&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Despite CryENGINE 2's overwhelming graphics capabilities, eye candy does not a level make; as much as Crysis was about being a graphical technical demonstration, it is still remembered for its linear yet strongly choice-orientated gameplay. This tutorial, targeted at any level designers using Sandbox 2, aims to provide more information on the set up of the AI included in the game; specifically, making sure your AI setup is extensible and will survive the many design iterations that your level will inevitably undergo. This tutorial assumes you have rudimentary knowledge of certain level design principles such as ''triggers'' and ''flowgraph scripting''.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;=Using the Entity:BroadcastEvent node to your advantage=&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;'''Entity:BroadcastEvent''' is an iterative flowgraph node that is capable of selecting a multitude of entities (on the basis of their names containing a certain string) and then performing an entity event. How does this aid in level design? Instead of manually adding all entities to a given flowgraph for whatever purpose, you can simply set up all your entities with certain names (which you should be doing anyway for organisation's sake!) and then execute one flowgraph node. This means that if you decide to, say, change the amount of enemies in the future, you can simply add them with certain names and not worry about rescripting them. Let’s look at an example of this now in a real level design scenario.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;==Spawning AI==&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;For the purposes of this tutorial we are only going to apply the effect to two alien troopers, but this will work on much larger groups of AI if necessary.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;===Naming Conventions===&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Firstly, we need to set our AI up with names that are guaranteed to be unique. I personally use a fairly long string that corresponds to the event in the level. For this particular occasion I have used '''CrashSiteAI''' as the prefix to the entity names (''the actual troopers are CrashSiteAI1 and CrashSiteAI2 respectively'').&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;===Disabling on Game Start===&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;What will happen with these AI? Well, I want to disable them until the point where the player triggers a certain event which in this instance is entering a proximity trigger. Firstly, let's take a look at the necessary setup to disable the AI on game start. The flowgraph looks like this:&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;&amp;lt;center&amp;gt;&lt;/ins&gt;[[&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Image&lt;/ins&gt;:&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;EAIS_DisableFG.jpg&lt;/ins&gt;]]&amp;lt;/&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;center&lt;/ins&gt;&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;We want to call the '''Disable''' event for the troopers. You can view a full list of entity events by either viewing the Input/Output section of the entity in the rollup bar, or by adding the entity to a flowgraph and looking at the different options available.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;===Enabling on Trigger Entry===&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Now we need to call the '''Enable''' event when the player enters the trigger. The flowgraph is made in a very similar fashion.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;&amp;lt;center&amp;gt;[[Image:EAIS_EnableFG.jpg]]&lt;/ins&gt;&amp;lt;/&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;center&lt;/ins&gt;&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;More to come in the future on extensible AI setup, I hope this has helped some people understand flexible design more and that your projects benefit at least slightly. :)&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;&amp;lt;center&amp;gt;[[Image:EAIS_cover.jpg]]&amp;lt;/center&amp;gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;[[Категория:Синглплеер]]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Alex626</name></author>	</entry>

	<entry>
		<id>http://wiki.crymod.net/index.php?title=%D0%A0%D0%B0%D1%81%D1%88%D0%B8%D1%80%D0%B5%D0%BD%D0%BD%D0%B0%D1%8F_%D0%BD%D0%B0%D1%81%D1%82%D1%80%D0%BE%D0%B9%D0%BA%D0%B0_%D0%98%D0%98&amp;diff=3271&amp;oldid=prev</id>
		<title>Alex626: Новая страница: «=Intro=&lt;br/&gt;&lt;br/&gt;Despite CryENGINE 2's overwhelming graphics capabilities, eye candy does not a level make; as much as Crysis was about being a graphical technical d...»</title>
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				<updated>2012-01-11T13:30:27Z</updated>
		
		<summary type="html">&lt;p&gt;Новая страница: «=Intro=&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Despite CryENGINE 2&amp;#39;s overwhelming graphics capabilities, eye candy does not a level make; as much as Crysis was about being a graphical technical d...»&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Новая страница&lt;/b&gt;&lt;/p&gt;&lt;div&gt;=Intro=&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Despite CryENGINE 2's overwhelming graphics capabilities, eye candy does not a level make; as much as Crysis was about being a graphical technical demonstration, it is still remembered for its linear yet strongly choice-orientated gameplay. This tutorial, targeted at any level designers using Sandbox 2, aims to provide more information on the set up of the AI included in the game; specifically, making sure your AI setup is extensible and will survive the many design iterations that your level will inevitably undergo. This tutorial assumes you have rudimentary knowledge of certain level design principles such as ''triggers'' and ''flowgraph scripting''.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;=Using the Entity:BroadcastEvent node to your advantage=&amp;lt;br/&amp;gt;'''Entity:BroadcastEvent''' is an iterative flowgraph node that is capable of selecting a multitude of entities (on the basis of their names containing a certain string) and then performing an entity event. How does this aid in level design? Instead of manually adding all entities to a given flowgraph for whatever purpose, you can simply set up all your entities with certain names (which you should be doing anyway for organisation's sake!) and then execute one flowgraph node. This means that if you decide to, say, change the amount of enemies in the future, you can simply add them with certain names and not worry about rescripting them. Let’s look at an example of this now in a real level design scenario.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;==Spawning AI==&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;For the purposes of this tutorial we are only going to apply the effect to two alien troopers, but this will work on much larger groups of AI if necessary.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;===Naming Conventions===&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Firstly, we need to set our AI up with names that are guaranteed to be unique. I personally use a fairly long string that corresponds to the event in the level. For this particular occasion I have used '''CrashSiteAI''' as the prefix to the entity names (''the actual troopers are CrashSiteAI1 and CrashSiteAI2 respectively'').&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;===Disabling on Game Start===&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;What will happen with these AI? Well, I want to disable them until the point where the player triggers a certain event which in this instance is entering a proximity trigger. Firstly, let's take a look at the necessary setup to disable the AI on game start. The flowgraph looks like this:&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;amp;lt;center&amp;amp;gt;[[File:EAIS DisableFG.jpg|RTENOTITLE]]&amp;amp;lt;/center&amp;amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;We want to call the '''Disable''' event for the troopers. You can view a full list of entity events by either viewing the Input/Output section of the entity in the rollup bar, or by adding the entity to a flowgraph and looking at the different options available.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;===Enabling on Trigger Entry===&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Now we need to call the '''Enable''' event when the player enters the trigger. The flowgraph is made in a very similar fashion.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;amp;lt;center&amp;amp;gt;[[File:EAIS EnableFG.jpg|RTENOTITLE]]&amp;amp;lt;/center&amp;amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;More to come in the future on extensible AI setup, I hope this has helped some people understand flexible design more and that your projects benefit at least slightly.&amp;amp;nbsp;:)&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;amp;lt;center&amp;amp;gt;[[File:EAIS cover.jpg|RTENOTITLE]]&amp;amp;lt;/center&amp;amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Синглплеер|Singleplayer]]&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Alex626</name></author>	</entry>

	</feed>