Vehicles
What are the vehicle entities?
There is a basic entity for each type of movement (land, sea, air) and they can be tweaked so any kind of driveable machine can be simulated.
The vehicle entities tool can be found in Rollup Bar > Misc
Benefits
The different vehicles will make any level more fun to play as there are now new way to navigate available allowing different driving and use of vehicle weapons game play.
Properties
Vehicle Specifiec parameters:
Abandon
Specifies if the vehicle should explode after some time (used to avoid that too many abandoned vehicle waste cpu resources.
AbandonTimer
Specfies in seconds when the abandon feature should be executed.
Respawn
Respawns another vehicle after some time.
Timer
Specifies when the vehicle should be respawned.
Unique
Makes each vehicle entity unique.
AI Specfific parameters:
AutoDisable:
If set to false – AI is never disabled, no matter how far it is from the player. Should be used for special cases - like patrols coming from far away, etc. Normaly, this should be true (default value)
Behaviour:
Sets the starting behaviour of the AI, behaviour “job_standidle” is the default one, and should be used most of the time, as designers can set certain actions for the AI using the flowgraph.
Perception
audioScale
Scaling audio perception of this AI
camoScale
“How well others see me”. Determines how visible this AI is. Scales visibility when other AI’s looking at this agent. For camouflaged agents this value should be less than 1. The more stealthy/camouflage this agent is, then smaller this value should be. 0.0 will make this AI invisible.
collisionReactionScale
Scales explosions radiuses for AI to receive "OnExposedToExplosion" = signal. Also affects distances for AI reaction on players action ( =PlayerStuntActions)
FOVPrimary
Normal field of view of this AI
FOVSecondary
“Peripheral” field of view of this AI
heatScale
Equivalent to camo scale, used with
ThermalVision . “How well am I visible when enemy has ThermalVision”
minAlarmLevel
Value between 0..1 indicating the minimum alarm level. Default 0; in case AI needs to be highly alerted from the beginning, this should be set to some value.
persistence
This parameter controls how often targets can be switched, value corresponds to minimum amount of time the agent will hold acquired target before selecting another one. Default value is 0.
sightrange
How far this AI can see enemies
sightrangeVehicle
Same as
sightrange but for targets of vehicle type.
stanceScale
Controls how the current height of the target affects visibility of this target. Height of target changes with stance change (prone/crouch/stand)
stuntReactionTimeOut
Controls how long the attention target have had to be invisible to make the player stunts effective again. Default value is 3 sec
ThermalVision
Flag indicating that the agent has thermal vision ability. If set to true – will be using heatScale of enemies when determining visibility
velBase
Movement related parameter. Current visibility priority value of the target gets multiplied by (velBase + velScale*CurrentVel^2). This allows creating AI agents able to see only moving targets, or only static targets, and all in between.
velScale
Movement related parameter, see velBase.
Other Vehicle Entity Parameters
Click here for the Miscellaneous Parameters reference guide, here for the Material Layers guide, here for the Miscellaneous Entity Parameters guide, here for the Entity Links guide and here for the Entity Events guide.