Managing Crowd Systems in UDK
Throughout these lessons you will learn to exploit the potential of crowd systems in UDK to create better game levels that are more realistic and interesting to play. Software required: UDK 02/2013 release.
What you'll learn
Throughout these lessons you will learn to exploit the potential of crowd systems in UDK to create better game levels that are more realistic and interesting to play.Crowds will be spawned and then sent to one or more destinations. Several crowd agents parameters will be edited to improve the overall quality of the crowd itself and agents will be forced to perform behaviors upon triggering specific events. These tasks are not easy to complete, as most of the tricks (for tricks they are!) required to perform them are not fully documented, particularly for agents behaviors.In this tutorial we will delve into the intricate procedures of crowd management. By the end of these lessons you will be fully capable of creating customized crowd agents and controlling them using Kismet in UDK's visual scripting environment. Software required: UDK 02/2013 release.
Table of contents
- Creating a Package and Assets for Our Crowd System 5m
- Editing the Level Map to Work with Crowds 7m
- Spawning the Crowd with Kismet 8m
- Equipping the Agents with a Gun 6m
- Sending Crowd Agents on Alternative Paths 9m
- Controlling the Flow of Crowds Between Destinations 9m
- Editing the Visual Features of the Agent Archetype 7m
- Grouping a Crowd Made up of Several Agent Archetypes 9m
- Editing the Agent Animtree to Perform a Crowd Behavior 10m
- Setting up the Crowd System to Perform Custom Behaviors 9m
- Fixing the Issues Arising with Crowd Behaviors 8m
- Force Obstacle Checking and Varying Agent Speed 8m
- Killing Crowd Agents 8m