Настройка мелких пришельцев

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Содержание

Настройка пришельцев

Введение

Это руководство охватывает практические основы правильной настройки пришельцев для игры Crysis.

Это руководство предполагает, что вы имеете основные навыки работы с потоковым графом и базовые знания функций редактор, таких как, размещение объектов и создание форм областей.

Труперы (Troopers)

Типы труперов

SmallAlienSetup image001.jpg

Разместите трупера обычным образом, взяв его из библиотеки архетипов.

  • Trooper_MOAC
    Трупер, который стреляет осколками льда.
    Trooper_MOAC_hangar
    Trooper_MOAC с некоторыми настройка поведения для действий в замкнутом пространстве.
    Trooper_MOAR
    Трупер, который стреляет замораживающем лучом.
    Trooper_MOAR_hangar
    Trooper_MOAR с некоторыми настройками поведения для действий в замкнутом пространстве.
    Trooper_Sphere_CarChase
    Не используется.
    Trooper_Unresponsive
    Используется в ситуациях, когда трупер не должен реагировать на игрока (например, кат-сцены).

Типы смарт-объектов

  • TrooperDoorway01
    Позволяет труперу войти в дверной проём.
    TrooperDoubleBounceLeft
    Позволяет труперу отскочить от двух смежных стен.
    TrooperHangOnCeiling
    Позволяет труперу повиснуть на потолке.
    TrooperHangOnCeiling5
    Позволяет труперу повиснуть на потолке, на высоте 5 метров.
    TrooperHut3m
    Позволяет труперу запрыгнуть с земли на 3-х метровую платформу. Платформа должна быть навигационной областью.
    TrooperHut5m
    Позволяет труперу запрыгнуть с земли на 5-и метровую платформу. Платформа должна быть навигационной областью.
    TrooperJump12mLong
    Позволяет труперу прыгнуть на 12 метров.
    TrooperJump6mLong
    Позволяет труперу прыгнуть на 6 метров.
    TrooperJumpOff
    Позволяет труперу спрыгивать со скал.
    TrooperJumpOff10m
    Позволяет труперу спрыгивать со скал далеко от края.
    TrooperJumpOff2m
    Позволяет труперу спрыгивать со скал близко к краю.
    TrooperNavSingleBounceWall
    Позволяет труперу соскакивать со стен. Используется только для навигации.
    TrooperSingleBounceWall
    Позволяет труперу соскакивать с одной стены. Трупер может остановиться и начать стрелять вдоль стены, находясь на стене, поэтому убедитесь, что вы направляете смарт-объект куда надо
    TrooperSmallRock1_5m
    Позволяет труперу to jump and hang on to a flat horizontal surface and behave like a turret, firing continuous, precise streams of ice shards at the enemy.
    TrooperVaultLTV
    Позволяет труперу to vault over an LTV
    TrooperVaultOverFenceHigh
    Позволяет труперу to vault over a high fence.
    TrooperVaultOverFenceHighLong
    Позволяет труперу to vault over a high fence. Start and end point are further from the fence.
    TrooperVaultOverFenceLow
    Позволяет труперу to vault over a low fence.
    TrooperVaultOverFenceLowLong
    Позволяет труперу to vault over a low fence. Start and end point are further from the fence.
    TrooperDoorway5m
    Not used
    TrooperHut1_5m
    Not used

Correct Smart Object Setup

Navigation smart objects are used to get from one place to another. These have entry/exit points. For navigation smart objects to function correctly, they need to be set up correctly. A red link on a navigation smart object means it will not function correctly.

Correct

SmallAlienSetup image002.jpg

Wrong

SmallAlienSetup image003.jpg


All circular points on the smart object should remain clear of obstruction.

SmallAlienSetup image004.jpg

Any objects used for alignment should remain flat to a visual surface, adjacent to the circular points. The above is for a “bounce off walls” smart object – the guide object is flat to the wall, while the guide spots remain clear.

For example, a door smart object should remain aligned to the doorframe.

SmallAlienSetup image005.jpg

Jump spot smart objects

This is NOT a navigation smart object. The trooper can access this point from anywhere close, by jumping to it.

Smart objects with box alignment spots should be aligned so their most important face is aligned to the appropriate visuals.

For example, the below is a trooper jump point. The trooper will land on top of the smart object, and therefore the top of the object should be aligned to the solid upper face of the target visual object.

SmallAlienSetup image006.jpg

Notes:

If multiple jump spots exist on the same surface, the trooper will select the closest one, and ignore the others. That means, if you surround one jump spot on all sides with others, the first will never be used.

Consider using multiple height layers when setting up an area for troopers, and prevent their firing lines overlapping.

Also worthy of noting. This smart object has no entry and exit point, so it will not be used for navigation, only as an attack point.

Bounce off walls smart objects

SmallAlienSetup image007.jpg

The bounce on wall smart object can also be used by a trooper as a spot to land and fire at the player. So, when placing these, consider that the trooper will be faced in a certain direction, and therefore aim the trooper in a direction dangerous to the player.

Jump to ceiling smart object

Jump to ceiling smart objects should be aligned as shown. The entry spot is aligned to the floor, and the hanging spot aligned to the ceiling.

SmallAlienSetup image008.jpg *

Vault LTV smart object

The same applies for objects with a more complex boundary on an object. The below shows a “vault over LTV” smart object. It should be aligned to the important faces of the target object. For ease of use in this case, the smart object can be aligned directly to the Crysis LTV and rotated into position.

SmallAlienSetup image009.jpg

SmallAlienSetup image010.jpg


Nav area setup

Nav area setup for troopers is pretty much the same as human AI setup in nav areas. However, they don’t use AI point hide points, they can go on roofs, and they can enter/exit nav areas using smart objects.

SmallAlienSetup image011.jpg


As normal, carefully place a nav area with a height on your desired area, as shown above. The settings should something like as below.

SmallAlienSetup image012.jpg

Next, place some normal Human Waypoint AI points on the area, and regenerate links.

Now, correctly place down some appropriate entry/exit smart objects – in the overview picture previously, we use TrooperHut3m smart objects.

Scouts

Types of scout

  • Scout_MOAC

A scout that fires ice shards.

  • Scout_MOAC_Ascension

A scout that fires ice shards. Used in VTOL based levels.

  • Scout_MOAC_High_Health

A scout that fires ice shards. Increased health in the archetype

  • Scout_MOAC_Warrior

A scout that fires ice shards. Used in the endgame Warrior fight.

  • Scout_MOAR

A scout that fires an ice beam.


  • Scout_MOAR_Invul_to_AI

A scout that fires an ice beam and is invulnerable to other AI fire.

  • Scout_Unresponsive

A scout that does not repond to external influences.

  • Scout_Unresponsive_MOAC

A scout that fires ice shards. Does not repond to external influences.

  • Scout_Unresponsive_SO

Flight navigation setup

Firstly, place an AINavigationModifier in your level, around the area in which you want your scouts to fly.

SmallAlienSetup image013.jpg

Next, set up the area correctly, using the parameters below.

SmallAlienSetup image014.jpg

Next, regenerate the flight navigation in your level, and your scouts should be able to fly around.

Grabbing, moving and dropping troopers

A scout can carry up to 4 troopers at a time. These troopers and their scout must be placed in the level as preparation.

Firstly, the scout needs to be setup so it doesn’t get distracted while it is grabbing the troopers.Use the below node.

SmallAlienSetup image015.jpg

Next, the scout needs to grab the troopers. The scout must grab troopers one at a time. Therefore, link the _succeed_ outport of the node to the _Sync_ input of the next AIGrabObject node, so they are triggered sequentially. A single grab flownode setup should be as below – the scout assigned to the grab node and the trooper EntityId fed into the objectId port.

SmallAlienSetup image016.jpg

Note: The scout grabbing troopers should be done out of visible range of the player.


After the scout has the troopers, you need to send it along a path. So, first, you need to create a path. Use the AIpath object, found in the rollup bar/AI. Make sure your path is in the air, and its route nice and clear.

SmallAlienSetup image017.jpg


Next, assign the scout and path to an AIFollowPathSpeedStance node, and trigger it once the last trooper has been picked up.

SmallAlienSetup image018.jpg

Next, we need to drop the troopers. Create a ProximityTrigger, and place it across your path where you want the scout to start to let go.

SmallAlienSetup image019.jpg

Set up your trigger to activate when the scout enters, by assigning it in the “OnlySelectedEntity” field.

SmallAlienSetup image020.jpg

Now, you need to use this trigger to activate the following flowgraph. It will make the scout drop all objects, scream and revert to normal behavior.

SmallAlienSetup image021.jpg

Hunter

Nav area setup

Firstly, place down a nav area around where you want your hunter to walk.

SmallAlienSetup image022.jpg


Next, set up the area as below.

SmallAlienSetup image023.jpg

Important flow-nodes

Below are some important flownodes for the hunter.


  • To make the hunter walk to a point, assign this node, with the destination tagpoint fed into the objectId port.

SmallAlienSetup image024.jpg


  • The hunter will grab the specified objectId with his leg upon triggering this node

SmallAlienSetup image025.jpg

  • Makes the hunter perform his scream move

SmallAlienSetup image026.jpg

  • Makes the hunter perform a sweep action across the floor in front of him with his ice beam.

SmallAlienSetup image027.jpg

  • Causes the hunter to grab the specified object with his mouth tendrils

SmallAlienSetup image028.jpg

  • Commands the hunter to fire for 5 seconds at the specified target.

SmallAlienSetup image029.jpg

  • Commands the hunter to enter the regeneration state

SmallAlienSetup image030.jpg

See Also

Alien Spawner

How to create an alien sphere

Alien Setup