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Squad & Team Combat AI

Advent Games - 2021/10/06

A squad and team combat AI solution, without using behaviour tree's. The AI finds cover automatically in the world geometry and receives orders from the squad leader, like which targets to engage.

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  • サポートされたプラットフォーム
  • サポートされたエンジンバージョン
    4.26 - 4.27
  • ダウンロードのタイプ
    完全なプロジェクト
    この製品には、Unreal Engine プロジェクトの完全なフォルダが含まれており、Config ファイル、コンテンツのファイル、.uproject ファイルが完備されています。新規プロジェクトを作成するためのテンプレートとして利用することができます。

Overview: https://youtu.be/xQ9Vt7hqVJY 

32 NPCs Stress Build: https://mega.nz/file/RGJ3DQpC#dk0TXV5QUreyRYEvOfFgHdFcPyGNBbU-2XmnXA7QX3A


This AI system allows an infinite number of teams, composed by an infinite number of squads to battle each other. (To a limit caused by performance of course). With 2 combat behaviors, the AI can analyze the world geometry and find suitable cover automatically or it can charge its target with an aggressive movement, while shooting. The system also comes with example shooting, crouching, damage and animation system for the NPCs (And player, if pawn possessed by a player). 

テクニカルノート

Features: 

  • Infinite number of teams composed by an infinite number of squads. (Limited by performance of course) 
  • Dynamic cover system, with no need to pre-place cover. (The AI scans the world geometry automatically) 
  • Cover based behavior or aggressive movement attack behavior. 
  • Easily editable code. (Commented and organized, to make editing or adding of new logic easier) 
  • Example shooting, crouching, damage and animation system for the NPCs 

 

 

Number of Blueprints: 4 (2 as example character and game mode) 

Input: Keyboard and mouse 

Network Replicated: Yes 

Supported Development Platforms: 

Windows: Yes 

Mac: Yes 

Documentation: - Overview: https://youtu.be/xQ9Vt7hqVJY 

Important/Additional Notes: This system does not use behavior trees, it's made in regular blueprint code by using an actor component that is attached to the AI pawn.