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AI, Behaviors

Author: Micah Azbill

AI: Looter

One task specifically that I struggled with was making an AI that flees the player using the EQS (Environment Query System). While a little confusing at first, I was eventually able to get it working so now this AI flees the player whenever they get too close. This behavior is desired since the AI will be carrying loot on his back and the player will need to catch this AI to get it.

AI: Minions

A few other minor hiccups experienced this week are rather small. When setting up the AI states and behaviors the only real issue I ran into was a disconnected reference to a variable in the ABP.

Date:

5/12/2023

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