Rework the security AI and make sure it will function correctly if the player is in first person. #16

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opened 2025-12-21 17:09:55 -06:00 by parvan · 0 comments
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The AI for security is fairly simple. Here is a list of some of the features we would like to add.

  • As a temporary hack, the security uses hearing perception for the stealth mechanic to detect the player without line of sight on the catwalks. If the player is heard, the AI does damage directly to the player even without a direct line of sight. It needs to be re-worked. Perhaps using line traces with different collision types to detect if the AI can see and/or shoot the player?
  • The AI needs a suspicious patrol behavior logic when the Blackboard Key EnemyIsVisible? is set to no. This will be useful for when the player is hiding so the enemy doesn't keep standing there as if they can see the player.
  • The AI needs audio dialogue like enemy seen, enemy lost, enemy down, and so on which are called and managed locally in the player character so the audio promps don't repeat or collide with what other players hear. This will also require communication and or cooldowns between different AI characters so they aren't yelling the same commands.
  • The AI needs to use more montages to make the AI seem more realistic.
  • The AI needs to be designed in a way where it functions well in first person as well as in third person.

Potential Bug: Security AI might need a check to stop the AI from shooting if a player is in an elevator with a fully closed door. (Previously the elevator doors were changed from BlockChannel to WorldDynamic becaues block channel was blocking shooting horizontally across the level. It's unknown if this was fixed?)

Potential Bug: Security AI has a bug where they no longer see the player when an enemy type (zombie) was closer and killed by security and the player goes barely out of sight/screen range.

Appearance Issue: Security AI's walking animation is slightly off sync where the model's feet appear to slide as the character walks. Changing the walking speed up or down does not help this.

The AI for security is fairly simple. Here is a list of some of the features we would like to add. - As a temporary hack, the security uses hearing perception for the stealth mechanic to detect the player without line of sight on the catwalks. If the player is heard, the AI does damage directly to the player even without a direct line of sight. It needs to be re-worked. Perhaps using line traces with different collision types to detect if the AI can see and/or shoot the player? - The AI needs a suspicious patrol behavior logic when the Blackboard Key EnemyIsVisible? is set to no. This will be useful for when the player is hiding so the enemy doesn't keep standing there as if they can see the player. - The AI needs audio dialogue like enemy seen, enemy lost, enemy down, and so on which are called and managed locally in the player character so the audio promps don't repeat or collide with what other players hear. This will also require communication and or cooldowns between different AI characters so they aren't yelling the same commands. - The AI needs to use more montages to make the AI seem more realistic. - The AI needs to be designed in a way where it functions well in first person as well as in third person. **Potential Bug:** Security AI might need a check to stop the AI from shooting if a player is in an elevator with a fully closed door. (Previously the elevator doors were changed from BlockChannel to WorldDynamic becaues block channel was blocking shooting horizontally across the level. It's unknown if this was fixed?) **Potential Bug:** Security AI has a bug where they no longer see the player when an enemy type (zombie) was closer and killed by security and the player goes barely out of sight/screen range. **Appearance Issue:** Security AI's walking animation is slightly off sync where the model's feet appear to slide as the character walks. Changing the walking speed up or down does not help this.
parvan added the
Feature
Help Wanted
labels 2025-12-21 17:09:55 -06:00
parvan added the
-Code/Blueprint
label 2025-12-24 10:50:50 -06:00
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