Ethan Hall-Programer- Base AI


Tasks :
     -I was working on making a base of AI shooting, that allowed you to change the damage, speed, perception, making health bars, spawners that were able to change the waves and enemy amount per instance as well as making the ai different per time the spawned and animation of each character.

Learned in Doing The Project:

  - how to change the scale of a model in unreal when doing meshes
  -Sometimes when the AI gets copied it causes the project to mistake     connections and you have to reset all the connections
  - learning more about tags in unreal 5
  - how to ignore nav links 
  - how to better use Environmental Queries
  -I learned from my peers not only in coding but in ways of thinking 

 
Surprised :
I would have thought ai would ignore nav links be default, but it seems that when it's enabled for one its enabled for all until you make a condition for it.  When doing the AI I found myself working with the person in charge of the gun mechanics quit a bit to make sure the damage worked and that the intended ai was being damaged. When doing the project we ran out of time to get animations in because of how backlogged we got with creating the models and  even on the coding side. When doing the project we didn't put much thought into the animation portion, and in doing that was one thing I will be keeping in mind for next time.

What I worked on :
 -The coding behind the AI
        - their behavior like when they chose to run or stay or where they moved 
         - changing basic variables, for example speed or health
          - Base Spawners allowing for different ai to spawn and how many would as well as waves there would be
          - helping the gun system to talk with the AI system more

what I did not work on 
 - I did not create the visuals 

 Achievement:

I would say the best thing I did on the project was allow the person to change the AI per child without having to recreate it. As well as learning that copies of blueprints in unreal can cause it to mash data when reopened.


Base AI:

- patrol paths when given

- shoots at player

- chase player

-killable by gun

-ignores nav links


Base Spawner:

- allows the person to set per instance how many waves there are
- allows the person to set per instance how many enemies there are per wave
- randomizes what enemies will spawn

Get Wroughted Iron

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