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Unit: Influence Map and Factors
Michael Starkweather edited this page Jun 16, 2019
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Behavior variables act as parameters to both the behavior tree and assorted other AI code. For example, the Float_FenceRadius
controls how big the unit could get from the mean position of the lance for the influence factor PreferInsideFenceNegativeLogicPositionalFactor
. Bool_AllowAttack
is used as parameter to the IsBVTrueNode
in many places in the tree to control if the unit can attack.
You can provide overrides to behavior variables in two ways:
- Provide the path to a folder that contains
BehaviorVariableScope
files (such asglobal.json
) inBehaviorScopesDirectory
in aTeamAIOverrideDef
- Provide simple overrides in
BehaviorVariableOverrides
in aUnitAIOverrideDef
An example BehaviorVariableOverrides
that contains both vanilla variables and variables for a modded influence factor:
"BehaviorVariableOverrides": {
"Bool_AllowAttack": {
"type": "Bool",
"boolVal": true
},
"Float_FenceRadius": {
"type": "Float",
"floatVal": 150
},
"PreferHigherEvasionPositionFactorWeight": {
"type": "Float",
"floatVal": 1.0
},
"PreferHigherEvasionPositionFactorSprintWeight": {
"type": "Float",
"floatVal": 0.0
}
}