cg小白兔 发表于 2024-9-2 12:35:41

Phase Ai V3 适配UE5.1+

















This is the AI i develope for my own game. So it will constantly be updated and improved and will have hands on use to find bugs etc in the system.

It is made with ease of use in mind so I designed it in an orderly manner espasially with the variables and setup in mind.

I tried making as much automation as possible in the code for ease of use and flexibility to make them do as you please in and out of combat.

Some of the Special Features you ask?
Spellcasting for AI is integrated, With ground notificaion and all.
Each Melee Attack distance can now be defined individually as well if that attack should do extra damage or not!
Random Character mesh variation
Simple Healthbar system
Some automation in the setup with Datatables, Like Factions and Class Behavior so you dont need to make changes in every AI individually.
Spawn system included as well
distance optimisation to turn off AI in the distance to safe and improve performance
The AI can Dodge and Block attacks from the Player and other AI
The AI can Jump (No climbing parkour yet just jumping)
Notifies that makes your life easier, like voice notifies
Already an easy setup for spawning particels on HIT, BLOCK and SPAWN

IMPORTANT NOTE:
This Ai is build with the plugin AGR PRO in mind an uses that for every version!

5.2 is currently the exeption as the plugin has not been updated yet, but once the update is up this version will also be updated to use it!

PHASEs OVERVIEW
-Idle phase (the relaxed phase can be roaming, standing or talking to other AI)
-Melee attack phase
-ranged attack phase
-dodge phase (for dodging attacks to make combat more challenging and realistic)
-Blocking phase
-taunt phase
-stun phase
-hit phase (triggers on damage taken)
-flee phase (flees from danger)
-investigation phase (checks on suspicion at location)
-Patrol phase
-follow phase ( follows player or whom ever )
-defence phase (takes defensive stance in between attacks)
-Special phase (for special attacks or whatever you have in mind
-Guard phase
All phases can of cause be modified via the behaviour tree to your liking

Technical Details
Features:
Complex AI System
AI spellcasting
Atomatic varied size of AI character for diversity
Spawn system
Powerful Animation system (AGR) already build in
Alot of states(Idle,Melee,ranged,dodge,taunt,stun,hit,patrol,flee,investigate,follow,defence,optional etc)
Aktivity BP (make the Ai Sit, build, do sports etc)
Patrol spline and follow it
Already Setup Behavior Tree with tasks
Many Anim_Notifies to Direct The AI in combat to make it more reactive and smarter( Like dodging attacks, Speaking, shouting etc)
Number of Blueprints: 45+
Network Replicated: Yes
Documentation: Check the tutorial links for a tutorial playlist (still growing)
Important/Additional Notes:


这是我为自己的游戏开发的人工智能。因此,它将不断更新和改进,并将通过实际使用来发现系统中的错误等。

我在设计时考虑到了易用性,因此在变量和设置方面设计得井然有序。

为了方便使用和灵活操作,我在代码中尽可能多地使用了自动化功能,让它们在战斗中和战斗外都能随心所欲。

您会问一些特殊功能吗?
集成了人工智能的法术施放功能,包括地面通知和所有功能。
现在可以单独定义每个近战攻击距离,以及该攻击是否应造成额外伤害!
随机角色网格变化
简单的健康栏系统
使用数据表进行一些自动化设置,例如派系和类别行为,这样你就不需要对每个 AI 进行单独更改。
还包括新生系统
距离优化可关闭远处的人工智能,以确保安全并提高性能
人工智能可以躲避和阻挡来自玩家和其他人工智能的攻击
人工智能可以跳跃(目前还没有攀爬跑酷,只有跳跃)
让你的生活更轻松的通知,如语音通知
在 “击中”、“阻挡 ”和 “击飞 ”时已可轻松设置生成粒子

重要说明:
本 Ai 在构建时考虑到了 AGR PRO 插件,并在每个版本中都使用了该插件!

目前 5.2 版本是例外,因为该插件尚未更新,但一旦更新完成,本版本也将更新以使用该插件!

阶段概述
-闲置阶段(闲置阶段可以是漫游,也可以是站立,还可以是......)。





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