EQS_Ranged
Used to make the ranged enemy avoid the player’s sight.
A grid of points is generated around the querier (its half size and the distance between points can be set from the node in the behavior tree).
Some test conditions follow to filter out and score said points:
- Filter: Filters out the points from which the player cannot be seen
- Filter & Score: Scores better the points farther from the player (with a weight of x1). It also filters out the points not in a certain distance interval from the player (both min and max values can be set from the node in the Behavior Tree). This last filter is needed to make sure that the bot tries to stay at a certain distance from the player that represents the range of its weapon.
- Score: Scores better the points the farther from the player’s sight (with a weight of x0.8).
- Score: Scores better the points that make the bot move in a perpendicular direction to the player’s sight (with a weight of x0.5) (in other words the points that makes the bot move farther from the player sight).
- Score: Scores better the points farther from itself (with a weight of x0.4).
EQS_Sniper
Used to make the sinper enemy go as far as possible from the player.
A grid of points is generated around the querier (its half size and the distance between points can be set from the node in the behavior tree).
Some test conditions follow to filter out and score said points:
- Filter: Filters out the points from which the player cannot be seen
- Filter & Score: Scores better the points farther from the player (with a weight of x1). It also filters out the points not in a certain distance interval from the player (both min and max values can be set from the node in the Behavior Tree). This last filter is needed to make sure that the bot tries to stay at a certain distance from the player that represents the range of its weapon.
- Score: Scores better the points the closer from the bot’s position (with a weight of x0.5). This makes the sniper feel more like a “camper”.