Factions!
- Draven Lee
- Jul 10, 2020
- 2 min read
So one of the main goals when we set out to start work on this project, was to have a NPC faction system that would allow the AI to target NPCs based on their affiliation to each other.
There is a faction plugin for the Unreal Engine that allows these factions and their relationships to be defined. Using this system I setup a system in the Blueprint, where the AI would scan the Array of targets created by the AIPerception component and select the closest target to attack. So far this system actually works best for Zombies, who seem to have no issue changing from targeting one to the next.
The new shooting AI however has problems where every instance of the AI in a game will target the same thing regardless of location. I tested this by placing two NPCs in the map with a wall between them, both of which facing different targets. What happened was that one NPC's targets became the main target, the other AI (who's vision is blocked by a wall) then tried to shoot through said wall, becoming pray for the zombie on it's side of the wall.
This is something I have to try and fix, but for now just having the faction system working is a step in the right direction.
On Ravenholm
Ravenholm has been my attempt to re-introduce myself to the Unreal engine. I used to have a lot of experience with the Unrealed, a map editor for the original Unreal (1998) the User Interface has changed a lot since then. Lately I have to run the VR Mode in the Unlit mode, which prevents me getting any decent looking footage of the Grey-box level, and some decals are not displayed. Below however are some screenshots taken of the latest version of the map.





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