MudRetsu
JakubW
JakubW

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Informations about current progress on AGLSv1.6 (04.10.2025)

Iโ€™m still actively working on the new AI controller. The development has been going on for quite a while now, but the number of issues Iโ€™ve encountered along the way has been enormous. A lot of time has also gone into learning State Tree, Smart Objects, Contextual Animations, modifying the EQS system, and modify the default AI controller class.

Iโ€™m planning to account for a wide range of behaviors the AI will be able to handle โ€” such as taking cover, sneaking, and attempting to silently eliminate enemies, of course only when the environment allows for it.

How much longer will it take?

Itโ€™s hard to say. It mostly depends on whether things go more smoothly from this point forward. Tentatively, Iโ€™m aiming to release the update sometime between the 15th and 17th of this month.


The current state of the StateTree logic (not all tasks are fully ready yet):

An example of a C++ function designed to calculate a position from which the AI can attempt to reach the target (green sphere) while trying to remain unnoticed by other AI. The effectiveness here is not 100%, as the position is calculated based on current data. Enemy AI movement is random and sudden, which reduces the functionโ€™s overall effectiveness.

Youtube Video (same as GIF)

Comments

Nice โค please also fix this: the human ai dies every time when zombie ai crawls on the floor towards them.

Createamaer

Wooo Thanks โค๏ธโค๏ธโค๏ธ

Charlene Mauremootoo


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