Difference between revisions of "Virtual AI System"

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The revolutionary Profiles System processes a complete set of data about every AI unit allowing them to be despawned from the game world yet still interact with other ALiVE modules.  This allows the ‘virtual battle’ to continue in the background without taking up valuable server resources.  Units will reappear in the game world as soon as a player comes within visual range.
 
The revolutionary Profiles System processes a complete set of data about every AI unit allowing them to be despawned from the game world yet still interact with other ALiVE modules.  This allows the ‘virtual battle’ to continue in the background without taking up valuable server resources.  Units will reappear in the game world as soon as a player comes within visual range.

Revision as of 08:01, 24 January 2014

Icon sys profile.png ALiVE Systems

The revolutionary Profiles System processes a complete set of data about every AI unit allowing them to be despawned from the game world yet still interact with other ALiVE modules. This allows the ‘virtual battle’ to continue in the background without taking up valuable server resources. Units will reappear in the game world as soon as a player comes within visual range.

Usage: Place the Profile System in the editor and set the desired visual spawn range. Note that high spawn ranges in excess of 3KM may have an impact on performance.

You can limit the number of profiles that get spawned into the game world by setting the limiter value on the module. The default value is 30. Setting the limiter higher than this may have an impact on performance.

Units and Groups can be explicitly Excluded or Included from Profiles by Synchronising (F5) to the Profiles Module. The behaviour of the module can be configured in the drop down menus.

Editor Notes

The profile system currently only supports the following waypoint types for virtualisation:

  • Move
  • Cycle

Triggers and other complex editor tools do not function in the virtual battle space.