Description:
In this a short video i have experimented one of the nodes, the spawning/calling reinforcement node, with this i created an enemy, and once the enemy had taken notice of me, he calls for back up.
In this a short video i have experimented one of the nodes, the spawning/calling reinforcement node, with this i created an enemy, and once the enemy had taken notice of me, he calls for back up.
Using Flow-graphs
The Flow-Graph is a visual scripting system It is displayed in different logic to enhance different types of missions or actions. It uses nodes to represent entities or behaviors, these can be linked to other nodes to create something complex.
In relation to links as said above the type of logic is stored in a XML format, and can be exported in order to be imported to other levels, a planned out graph is created and stored to different entities which has the ability to be exported with the object.
Advantages of using Flow-graphs
The advantages of using the Flow-Graph is that the user does not need to have any scripting or programming languages. Simple and complex logic can be built with only a few clicks without touching any script or code. A wide range of nodes are in the library and provides the controller with everything to control entities and AI in his level. Other than using these types of techniques for different AI the Flow-Graph can be used to prototype game play, effects or sound design. A level can have multiple graphs performing different tasks at the same time.
Flow-graph Node Composition
A node is the representation of an entity or an action inside the Flow-Graph.
There are two categories of nodes: Entity nodes and component nodes. An entity node can do everything that a normal entity can do, its only difference is that its behavior is controlled through the graph it is used in.
Component nodes are nodes which have the ability to perform special functions, but are not related directly to any entity. Most component nodes use specific entities to perform their behavior.
Flowgraph Node Research
A node can either present an entity or an action inside the Flow-Graph.
There are two types of nodes: Entity nodes and component nodes. An entity node can exactly do whatever a normal entity node can do, the only differences is that its behaviour is controlled by using a graph.
Component nodes can perform special functions, but are not connected straight to any entity. Most of these nodes use specific entities to enhance their behaviour.
Ports:A node is split into two sides, an input and an output side. The information transfer of the nodes are handled through ports. Ports have the ability to send out or receive information.
Input ports are used to connect incoming links located on the left side. Located on the right are output ports and are triggered depending on the behaviour of the node.
Ports are shown as small arrows on the nodes on both sides. Ports can have 6 different data types:
Any: An unknown data type
Boolean: This is a value and can be either true or false
Integer: This is represented as a number which can be positive or negative
Float: A floated point value data type
Vec3: This consists of 3 floats and its a representation of a vector, this is mainly used to record positions, angles or color values.
String: This is a range of characters used to store text
Entity Nodes: These are representations of entities in the level, they are activated from within to output something.
Component Nodes: These are a specific behaviour they are presented and performed as abstract nodes, they can have a target entity set to trigger actions.
References:
http://wiki.crymod.com/index.php/Sandbox_FlowgraphNodeComposition - Basics to flow-graph nodes 16/09/10
http://wiki.crymod.com/index.php/Sandbox_FlowGraphEditor - Basics to flowgraphs 16/09/10
http://wiki.crymod.com/index.php/Sandbox_FlowgraphNodeComposition - flowgraph nodes 23/09/10
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