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− | == CATEGORY: AI ==
| + | Logic items are objects that are placed in the SnapMap editor but generally do not have a physical representation in game. |
| | | |
− | '''AI Combat Point'''
| + | * AI |
− | | + | ** [[AI Path Points]] |
− | Demons following an AI Combat path will move to the last combat point and defend it. You can't stop here, this is demon country!
| + | ** [[AI Conductors]] |
− | | + | ** [[AI Proxy]] |
− | {| class="wikitable" style="width: 60%;"
| + | * Audio |
− | !colspan="2"|'''INPUTS'''
| + | ** [[Speakers]] |
− | |-
| + | ** [[Voice Speaker]] |
− | |'''Follow''' || Lead a demon to the AI navigation point.
| + | ** [[Music]] |
− | |}
| + | ** [[Roomtone]] |
− | | + | * Communication |
− | {| class="wikitable" style="width: 60%;"
| + | ** [[World Text]] |
− | !colspan="2"|'''OUTPUTS'''
| + | ** [[Datapad Message]] |
− | |-
| + | ** [[Message]] |
− | | style="width: 25%"|
| + | ** [[Transmission Message]] |
− | None ||(implicit On Reached output.)
| + | ** [[Callout]] |
− | |}
| + | ** [[Camera]] |
− | | + | ** [[Player Camera]] |
− | | + | ** [[HUD Settings]] |
− | '''AI Conductor - Classic'''
| + | ** [[POI Settings]] |
− | | + | ** [[Objective]] |
− | The Classic AI Conductor will auto-populate a linear level with increasingly difficult demon encounters that do not respawn behind you.
| + | ** [[Main Objective]] |
− | | + | ** [[Sub Objective]] |
− | {| class="wikitable" style="width: 60%;"
| + | * [[Doors]] |
− | !colspan="2"|'''INPUTS'''
| + | * Gameplay |
− | |-
| + | ** [[Gameplay Settings]] |
− | |'''Set Active''' || Activate the object, allowing it to accept inputs and signal outputs.
| + | ** [[Next Map Settings]] |
− | |-
| + | ** [[Score Settings]] |
− | |'''Set Inactive''' || Deactivate the object. The object will stop accepting inputs and signaling outputs.
| + | ** [[Map]] |
− | |-
| + | ** [[Module]] |
− | |'''Pause Spawning''' || Pause spawning new AI.
| + | ** [[End Game]] |
− | |-
| + | ** [[Teleporter Pad]] |
− | |'''Unpause Spawning''' || Continue spawning new AI.
| + | ** [[Teleport Destination]] |
− | |-
| + | ** [[Launch Pad]] |
− | |'''Change Tier''' || Change the types of demons that are spawned by the AI Conductor. Higher level tiers contain bigger and badder demons.
| + | ** [[Launch Pad Destination]] |
− | |-
| + | * Spawners |
− | |'''Reset Tier''' || Restore the default tier of demon types. The Conductor will return to spawning smaller and easier demons.
| + | ** [[Custom Encounter|Custom Group Encounter]] |
− | |}
| + | ** [[Group Encounter|Group Demon Encounter]] |
− | | + | ** [[Single Encounter|Single Demon Encounter]] |
− | {| class="wikitable" style="width: 60%;"
| + | ** [[Events]] |
− | !colspan="2"|'''OUTPUTS'''
| + | ** [[Item Spawn Settings]] |
− | |- | + | ** [[Spawn Items]] |
− | |None||- | + | ** [[Spawn Hazard]] |
− | |}
| + | * Player and Team |
− | | + | ** [[Player Proxy]] |
− | | + | ** [[Team Proxy]] |
− | '''AI Conductor - Survival'''
| + | ** [[Player Start]] |
− | | + | ** [[Inventory]] |
− | The Survival AI Conductor will spawn an increasingly difficult onslaught of demons until every player is dead.
| + | ** [[Vitals]] |
− | Inputs:
| + | ** [[Player Loadout]] |
− | Set Active: Activate the object, allowing it to accept inputs and signal outputs.
| + | ** [[Player Input]] |
− | Set Inactive: Deactivate the object. The object will stop accepting inputs and signaling outputs.
| + | * Volumes |
− | Pause Spawning: Pause spawning new AI.
| + | ** [[Triggers]] |
− | Unpause Spawning: Continue spawning new AI.
| + | ** [[Inhibit AI|Inhibit AI Conductor Spawning Box]] |
− | Change Tier: Change the types of demons that are spawned by the AI Conductor. Higher level tiers contain bigger and badder demons.
| + | ** [[Blocking Box]] |
− | Reset Tier: Restore the default tier of demon types. The Conductor will return to spawning smaller and easier demons.
| + | ** [[Shootable Trigger]] |
− | Outputs:
| + | ** [[Team Capture Point]] |
− | On Spawn Waves Started: When an AI Conductor starts spawning waves, send a signal. There is no activator.
| + | |
− | On Spawn Break Started: When an AI Conductor starts a break between waves, send a signal. There is no activator.
| + | |
− | | + | |
− | | + | |
− | '''AI Path Point'''
| + | |
− | | + | |
− | Demons following an AI Path will move from point to point until they reach the end point or are interrupted.
| + | |
− | Inputs:
| + | |
− | Follow: Lead a demon to the AI navigation point.
| + | |
− | Outputs:
| + | |
− | None (implicit On Reached output.)
| + | |
− | | + | |
− | | + | |
− | '''AI Proxy'''
| + | |
− | | + | |
− | The AI Proxy is used to apply inputs or gather outputs from demons in your map.
| + | |
− | Inputs:
| + | |
− | Kill AI: Kill an AI. Expects an AI as an activator.
| + | |
− | Apply Buff: Apply the buff specified in the input's properties. Expects an AI as an activator.
| + | |
− | Heal: Heal a demon by the amount specified in the input's properties. Expects an AI as an activator.
| + | |
− | Hurt: Hurt a demon or player by the amount specified in the input's properties. Expects an AI or player as an activator.
| + | |
− | Set Point Of Interest: Apply a POI icon to the object.
| + | |
− | Clear Points Of Interest: Remove any POIs that have been set.
| + | |
− | Remove Demon: Will remove a demon from a map. Does not send a signal for killing AI.
| + | |
− | Outputs:
| + | |
− | On AI Spawned: When an AI is spawned, send a signal. The spawned AI is the activator.
| + | |
− | On Hurt: When an AI is hurt, send a signal. The activator, demon or attacker, is specified in the output's properties.
| + | |
− | On Killed: When a demon is killed, send a signal. The activator, demon or killer, is specified in the output's properties.
| + | |
Logic items are objects that are placed in the SnapMap editor but generally do not have a physical representation in game.