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Difference between revisions of "Logic"
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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! | 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! | ||
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{| class="wikitable" | {| class="wikitable" | ||
+ | !rowspan="1"|'''INPUTS''' | ||
|'''Follow''' || Lead a demon to the AI navigation point. | |'''Follow''' || Lead a demon to the AI navigation point. | ||
|} | |} | ||
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{| class="wikitable" | {| class="wikitable" | ||
+ | !rowspan="1"|'''OUTPUTS''' | ||
|'''None''' (implicit On Reached output.) | |'''None''' (implicit On Reached output.) | ||
|} | |} | ||
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The Classic AI Conductor will auto-populate a linear level with increasingly difficult demon encounters that do not respawn behind you. | The Classic AI Conductor will auto-populate a linear level with increasingly difficult demon encounters that do not respawn behind you. | ||
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{| class="wikitable" | {| class="wikitable" | ||
+ | !rowspan="6"|'''INPUTS''' | ||
|'''Set Active''' || Activate the object, allowing it to accept inputs and signal outputs. | |'''Set Active''' || Activate the object, allowing it to accept inputs and signal outputs. | ||
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Revision as of 2016-05-10T19:36:31
CATEGORY: AI
AI Combat Point
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!
INPUTS | Follow | Lead a demon to the AI navigation point. |
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OUTPUTS | None (implicit On Reached output.) |
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AI Conductor - Classic
The Classic AI Conductor will auto-populate a linear level with increasingly difficult demon encounters that do not respawn behind you.
INPUTS | Set Active | Activate the object, allowing it to accept inputs and signal outputs. |
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Set Inactive | Deactivate the object. The object will stop accepting inputs and signaling outputs. | |
Pause Spawning | Pause spawning new AI. | |
Unpause Spawning | Continue spawning new AI. | |
Change Tier | Change the types of demons that are spawned by the AI Conductor. Higher level tiers contain bigger and badder demons. | |
Reset Tier | Restore the default tier of demon types. The Conductor will return to spawning smaller and easier demons. |
Outputs
None
AI Conductor - Survival
The Survival AI Conductor will spawn an increasingly difficult onslaught of demons until every player is dead. Inputs: Set Active: Activate the object, allowing it to accept inputs and signal outputs. Set Inactive: Deactivate the object. The object will stop accepting inputs and signaling outputs. Pause Spawning: Pause spawning new AI. Unpause Spawning: Continue spawning new AI. Change Tier: Change the types of demons that are spawned by the AI Conductor. Higher level tiers contain bigger and badder demons. Reset Tier: Restore the default tier of demon types. The Conductor will return to spawning smaller and easier demons. Outputs: 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.