Book Image

CryENGINE 3 Cookbook

By : Dan Tracy, Sean P Tracy (USD)
Book Image

CryENGINE 3 Cookbook

By: Dan Tracy, Sean P Tracy (USD)

Overview of this book

With every successive console generation, the cost, time, and complexity of developing games has grown. Meet CryENGINE3, a middleware engine that is the perfect fit for most developers allowing users to exceed current generation quality standards while using less people and time than ever thought possible.The CryENGINE3 CookBook is packed full of recipes for junior and senior developers alike. It covers everything from creating photo realistic architectural visualizations to implementing advanced physics such as ragdoll and tornado effects. Topics covered include the sandbox, level layout, environment creation, AI, character creation, creating vehicles, and game logic. Every recipe is designed to add AAA quality to your games. The CryENGINE3 SDK has many tools immediately available to developers of all disciplines. For designers the book has recipes for building up your own levels and populating your levels with intelligent AI and photo realistic assets. For artists we have recipes for practical workflow tools and techniques used when working with the advanced CryENGINE shaders and materials. For animators we have recipes that will bring your creations to life using skinned characters and advanced animation systems like locomotion groups. Finally for programmers we have recipes that show how to employ the core mechanics behind entities such as vehicles and weapons while also utilizing the strengths of the physics engine to create a unique and exciting game.
Table of Contents (18 chapters)
CryENGINE 3 Cookbook
Credits
About the Authors
www.PacktPub.com
Preface
Index

Respawning AI


In this recipe, we will explore how you will be able to utilize the Territory and Wave systems along with a little bit of FlowGraph scripting to make your AI respawn after a couple of seconds of death.

Getting ready

  • Before we begin, you must have Sandbox 3 open

  • Then open My_Level.cry

  • Place down one Grunt within the level

How to do it...

Making a territory:

  1. From the RollupBar, open the Objects tab and click the Entity button.

  2. Open the AI folder and select AITerritory.

  3. Click down four points to surround the AI Grunt (double-click to finalize).

Placing the AI wave entity:

  1. From the RollupBar, open the Objects tab and click the Entity button.

  2. Open the AI folder and select AIWave>.

  3. Place the AI wave entity close to the AITerritory.

Linking the territory to the wave:

  1. Select AITerritory1 and click the Pick button.

  2. Click AIWave1 to pick that entity as the target.

Giving the AI Grunt the territory and wave IDs:

  1. Select the Grunt.

  2. Under Entity Properties2, assign AITerritory1 as the territory and AIWave1...