USK - Documentaion
  • 🖖Welcome
  • 📥Installation
  • 🗃️Project Overview
  • 🛠️Get Started
  • ↔️Migration Guide
  • ⚙️Project Settings
    • Input System
    • UI Manager
  • 👤Characters
    • Overview
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    • Adjustment
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        • Change Movement Animations
      • Health
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    • Camera
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    • Inventory Manager
      • Usage
      • Fists Attack
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    • Multiplayer
  • 🔫Weapons
    • Overview
    • Creation
    • Adjustment
      • IK Tools
    • Weapon Controller
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        • First Person
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      • Animations
        • Animated Weapons
    • Usage
  • 🤖AI Opponents
    • Overview
    • Creation
    • AI Controller
      • In-game Behaviour
      • Detection Parameters
      • Attack
      • Movement
      • Health
    • Multiplayer
    • Adding to the Game
      • Waypoints
      • Covers
      • Stealth Zone (Grass)
  • 📦Integrations Manager
    • Overview
    • Emerald AI
    • Realistic Car Controller
    • Edy's Vehicle Physics
    • NWH Vehicle Physics 2
    • Destroy It
    • Easy Save 3
  • 🕹️Single-player Game Creation
    • Creation
  • 👥Multiplayer Game Creation
    • Overview
    • Activation
    • Lobby
    • Rooms
  • 📱Mobile Control
    • Activation and Usage
    • Mobile Debug
  • Other Components
    • 💾Save Manager
    • 🎯Spawn Zones
    • 🗺️Minimaps
      • Texture Recommendations
    • 🩸Blood Splatter
    • 📤Pickup Items
    • 🪵Surfaces
    • ⚡Animation Events
  • ✨Render Pipelines
    • Project Update
    • Post-processing Effects
  • Additional Info
    • ▶️Video Guides
    • ❓FAQ
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  1. AI Opponents
  2. Adding to the Game

Waypoints

PreviousAdding to the GameNextCovers

Last updated 3 years ago

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You can create unique waypoints for each enemy, for this do the following:

  • Create a Movement Behaviour by pressing (GameObject -> USK -> Movement Behaviour).

  • Then create a few waypoints and place them as you need.

When you click on the "+" button, a point is created; when you click on the "-", it is deleted.

Each point has 2 parameters:

Parameter

Description

Next Action

  • Next Point - the enemy will move to the next waypoint after the current point.

  • Random Point - the enemy will find a random waypoint and move to it after current.

  • Nearest Point - the enemy will find the nearest point and move to it after current.

  • Stop - the enemy will finish patrolling.

Wait

The enemy will stop near the point and wait for some time. In this state, one of the find animations will be played.

  • After you finish creating the Movement Behavior, set it in the script AI Controller script.

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