Portobelly Production Journal #24

20/02/2019

Today I focused on finishing the AI for the BFF so that all the states were functional.

Fig 1 - BFF using all of the active states

Fig 2 - BFF behaviour tree setup for all the states

Fig 3 - Blueprint task for locating the retreat point

After the BFF has been alerted, the next state that activates is the retreat state that is followed by the firing state. The retreat state involves the BFF running away from the player and once the desired retreat distance has been reach the BFF will begin to fire projectiles at the player. When developing this state I realised that I would have to detect where the player was so that BFF would run away from the player based on the BFF location relative to the player. Doing this makes sure that the BFF is always running away from the player during the retreat state regardless of the players location.

Fig 4 - Change speed task with public speed variable

Fig 5 - Change speed blueprint task

I created a change speed task that can be used on any of the AI classes that simply increases the players maximum walk speed. I made the float value of the max speed a public variable so that it can be changed without editing the blueprint task. This task is used to slow down the BFF when it’s patrolling and icrease the speed when it’s retreating.

 

Figures List

  1. Rees, O (2019). BFF using all of the active states. [offline]. [Accessed 22/02/2019].

  2. Rees, O (2019). BFF behaviour tree setup for all the states. [offline]. [Accessed 22/02/2019].

  3. Rees, O (2019). Blueprint task for locating the retreat point. [offline]. [Accessed 22/02/2019].

  4. Rees, O (2019). Change speed task with public speed variable. [offline]. [Accessed 22/02/2019].

  5. Rees, O (2019). Change speed blueprint task. [offline]. [Accessed 22/02/2019].