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AI: Difference between revisions

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:*A melee override can be used together with the "Go For Gun" behavior and a properly-set Short combat range to create AIs who go for a gun any time they have a chance, yet they are not allowing an enemy to land free hits in the process (if the enemy gets too close, the Short range melee override kicks in).
:*A melee override can be used together with the "Go For Gun" behavior and a properly-set Short combat range to create AIs who go for a gun any time they have a chance, yet they are not allowing an enemy to land free hits in the process (if the enemy gets too close, the Short range melee override kicks in).


:*The no-gun behavior "Retreat" works in a rather simple manner: if unarmed, an AI is given a desire to run as far from the enemy as possible. This behavior can look a bit awkward, but is useful for making more life-like civilians. Combined with Melee override at "Short range" or "If punched", and a bit of BSL scripting to deliberately switch between "combatant" and "non-combatant", a modder can achieve impressive results without only a light load on the game engine. [http://www.youtube.com/watch?v=BTGQTAoU_1E See this YouTube video.]
:*The no-gun behavior "Retreat" works in a rather simple manner: if unarmed, an AI is given a desire to run as far from the enemy as possible. This behavior can look a bit awkward, but is useful for making more life-like civilians. Combined with Melee override at "Short range" or "If punched", and a bit of BSL scripting to deliberately switch between "combatant" and "non-combatant", a modder can achieve impressive results without only a light load on the game engine. [https://www.youtube.com/watch?v=BTGQTAoU_1E See this YouTube video.]


:*Setting short get-up times is a good way to make an AI-driven character a formidable opponent in hand-to-hand combat. However, too-short get-up times can introduce problems. It is a good idea to experiment with get-up parameters till the character feels "natural".
:*Setting short get-up times is a good way to make an AI-driven character a formidable opponent in hand-to-hand combat. However, too-short get-up times can introduce problems. It is a good idea to experiment with get-up parameters till the character feels "natural".
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