Creating AI Algorithms Using Kismet in UDK
In this tutorial we will go over how to create algorithms with Kismet that will control the enemy behavior for your games made with the UDK. Software required: Unreal Development Kit Editor (February 2013 build.)
What you'll learn
In this tutorial we will go over how to create algorithms with Kismet that will control the enemy behavior for your games made with the UDK. We will learn to exploit the secrets of Kismet to model effective Artificial Intelligence for bots. Kismet is a powerful tool for a designer who wants to create combat sequences and game play for his games with the Unreal Engine. By the end of this tutorial you will be capable of spawning bots, sending them on pre-scripted or random paths, having them crouch and chase the player, as well as shoot at him on sight or evade when hit. This tutorial also provides the means to exploit the advantages of sequences, and explains the concept of using black boxes when scripting behaviors. Software required: Unreal Development Kit Editor (February 2013 build.)
Table of contents
- Creating a Room and Spawning Bots 14m
- Making the Bot Move Around on a Path 11m
- Getting the Bot to Stop When Sighting the Player 8m
- Implementing Random Paths for the Bot to Follow 11m
- Creating a Reusable Sequence for Random Paths 9m
- Final Touches on the Sequence for Random Paths 8m
- Getting the Bot to React to Being Shot At 11m
- Getting the Bot to Evade Fire by Random Movement 11m
- Scripting the Bot to Crouch Behind Cover 14m
- Implementing a Way for the Bot to Return Fire 13m
- Getting the Bot to Crouch When Hit 13m
- Bot Randomly Crouches or Runs When Hit 10m
- Creating a Sequence from a Section of Script 11m
- Creating a Search and Destroy Sequence from a Script 8m