Creating AI Algorithms Using Kismet in UDK
Pluralsight
Course Summary
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.)
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Course Description
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.)
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Course Syllabus
Introduction and Project Overview- 1m 3s
—Introduction and Project Overview 1m 3sCreating AI Algorithms Using Kismet in UDK- 2h 30m
—Creating a Room and Spawning Bots 13m 58s
—Making the Bot Move Around on a Path 10m 47s
—Getting the Bot to Stop When Sighting the Player 7m 30s
—Implementing Random Paths for the Bot to Follow 10m 34s
—Creating a Reusable Sequence for Random Paths 8m 58s
—Final Touches on the Sequence for Random Paths 8m 15s
—Getting the Bot to React to Being Shot At 10m 41s
—Getting the Bot to Evade Fire by Random Movement 11m 7s
—Scripting the Bot to Crouch Behind Cover 13m 34s
—Implementing a Way for the Bot to Return Fire 13m 6s
—Getting the Bot to Crouch When Hit 13m 20s
—Bot Randomly Crouches or Runs When Hit 9m 50s
—Creating a Sequence from a Section of Script 10m 50s
—Creating a Search and Destroy Sequence from a Script 7m 55s