Hytale Asset ReferenceUnofficial
Versions / 0.6.0-pre.10 / NPC / Roles / _Core / Templates / Template_Flying_Aggressive.json

Template_Flying_Aggressive

Server/NPC/Roles/_Core/Templates/Template_Flying_Aggressive.json, 26.1 KB

Fields

FieldType
Typestring
DeathAnimationTimeobject
DeathParticlesobject
Appearanceobject
ApplySeparationboolean
AttitudeGroupobject
Debugstring
DefaultNPCAttitudestring
DefaultPlayerAttitudestring
DisableDamageGroupsarray[2]
DropListobject
IsMemoryobject
KnockbackScalenumber
MaxHealthobject
MemoriesCategoryobject
MemoriesNameOverrideobject
NameTranslationKeyobject
SeparationDistancenumber
SeparationModestring
StartStatestring
Instructionsarray[4]
Parametersobject
MotionControllerListarray[1]

Source

{
  "Type": "Abstract",
  "DeathAnimationTime": { "Compute": "DeathAnimationTime" },
  "DeathParticles": { "Compute": "DeathParticles"},
  "Appearance": { "Compute": "Appearance" },
  "ApplySeparation": true,
  "AttitudeGroup": { "Compute": "AttitudeGroup" },
  "Debug": "",
  "DefaultNPCAttitude": "Ignore",
  "DefaultPlayerAttitude": "Hostile",
  "DisableDamageGroups": [ "Self", "Void" ],
  "DropList": { "Compute": "DropList" },
  "IsMemory": { "Compute": "IsMemory" },
  "KnockbackScale": 0.5,
  "MaxHealth": { "Compute": "MaxHealth" },
  "MemoriesCategory": { "Compute": "MemoriesCategory" },
  "MemoriesNameOverride": { "Compute": "MemoriesNameOverride" },
  "NameTranslationKey": { "Compute": "NameTranslationKey" },
  "SeparationDistance": 2,
  "SeparationMode": "Push",
  "StartState": "Idle",
  "Instructions": [
    {
      "Sensor": {
        "Type": "State",
        "State": "Idle"
      },
      "Instructions": [
        {
          "$Comment": "Detect hostile targets",
          "Reference": "Component_Instruction_Generic_Detection",
          "Modify": {
            "_ExportStates": [ "Alerted", "Alerted", "Combat", "Search.Confused" ],
            "ViewRange": { "Compute": "ViewRange" },
            "ViewSector": { "Compute": "ViewSector" },
            "HearingRange": { "Compute": "HearingRange" },
            "AlertedRange": { "Compute": "AlertedRange" },
            "DetectBeacons": false
          }
        },
        {
          "$Comment": "If configured to do so, follow a path",
          "Enabled": { "Compute": "IdleFollowPath" },
          "Sensor": {
            "Type": "Path",
            "Range": { "Compute": "IdleFollowPathRange" }
          },
          "BodyMotion": {
            "Type": "Path",
            "UseNodeViewDirection": true,
            "Shape": { "Compute": "IdleFollowPathShape" },
            "NodeWidth": 0.5
          },
          "Actions": [
            {
              "Type": "SetLeashPosition",
              "ToCurrent": true
            }
          ]
        },
        {
          "$Comment": "Else, do a general wander motion sequence",
          "BodyMotion": {
            "Type": "Sequence",
            "Looped": true,
            "Motions": [
              {
                "Type": "Timer",
                "Time": { "Compute": "IdleWanderTime" },
                "Motion": {
                  "Type": "Wander",
                  "MaxHeadingChange": 90,
                  "MaxWalkTime": 4,
                  "MinWalkTime": 2,
                  "RelativeSpeed": 0.5
                }
              },
              {
                "Type": "Timer",
                "Time": { "Compute": "IdleWanderInCircleTime" },
                "Motion": {
                  "Type": "WanderInCircle",
                  "MaxHeadingChange": 90,
                  "MinWalkTime": 2,
                  "Radius": { "Compute": "IdleWanderInCircleRadius" },
                  "RelativeSpeed": 1
                }
              },
              {
                "Type": "Timer",
                "Time": { "Compute": "IdleNothingTime" },
                "Motion": {
                  "Type": "Nothing"
                }
              }
            ]
          }
        }
      ]
    },
    {
      "Sensor": {
        "Type": "State",
        "State": "Alerted"
      },
      "Instructions": [
        {
          "$Comment": "Play an alerted animation",
          "Continue": true,
          "Sensor": {
            "Type": "Any",
            "Once": true
          },
          "Actions": [
            {
              "Type": "SpawnParticles",
              "ParticleSystem": "Alerted",
              "TargetNodeName": "Head"
            },
            {
              "Type": "PlayAnimation",
              "Slot": "Status",
              "Animation": "Alerted"
            }
          ]
        },
        {
          "$Comment": "Watch the target",
          "Continue": true,
          "Sensor": {
            "Type": "Target",
            "Range": { "Compute": "AlertedRange" },
            "Filters": [
              {
                "Type": "LineOfSight"
              }
            ]
          },
          "BodyMotion": {
            "Type": "MatchLook"
          },
          "HeadMotion": {
            "Type": "Watch"
          }
        },
        {
          "Reference": { "Compute": "AlertedAdditionalBehaviorComponent" },
          "Modify": { },
          "Interfaces": [ "Hytale.Instruction.Combat" ],
          "Nullable": true
        },
        {
          "$Comment": "If damage is taken, enter combat immediately",
          "Sensor": {
            "Type": "Damage",
            "Combat": true
          },
          "Actions": [
            {
              "Type": "AddToHostileTargetMemory"
            },
            {
              "Type": "State",
              "ClearHeadMotion": false,
              "ClearBodyMotion": false,
              "State": "Combat"
            }
          ]
        },
        {
          "$Comment": "If the target starts moving away, enter combat",
          "Sensor": {
            "Type": "And",
            "Sensors": [
              {
                "Type": "Target",
                "Range": { "Compute": "AlertedRange" }
              },
              {
                "Type": "Target",
                "TargetSlot": "LockedTarget",
                "Filters": [
                  {
                    "Type": "MovementState",
                    "State": "Sprinting"
                  }
                ]
              }
            ]
          },
          "Actions": [
            {
              "Type": "Timeout",
              "Delay": [ 0.5, 0.5 ],
              "Action": {
                "Type": "State",
                "State": "Combat"
              }
            }
          ]
        },
        {
          "$Comment": "After a time out, enter combat",
          "Sensor": {
            "Type": "Target",
            "Range": { "Compute": "AlertedRange" }
          },
          "ActionsBlocking": true,
          "Actions": [
            {
              "Type": "Timeout",
              "Delay": { "Compute": "AlertedTime" }
            },
            {
              "Type": "State",
              "ClearHeadMotion": false,
              "ClearBodyMotion": false,
              "State": "Combat"
            }
          ]
        },
        {
          "$Comment": "If target is lost, wait the time out and go to Idle instead",
          "ActionsBlocking": true,
          "Actions": [
            {
              "Type": "Timeout",
              "Delay": { "Compute": "AlertedTime" }
            },
            {
              "Type": "State",
              "State": "Idle"
            }
          ]
        }
      ]
    },
    {
      "Sensor": {
        "Type": "State",
        "State": "Combat"
      },
      "Instructions": [
        {
          "$Comment": "Try switching targets once in a while",
          "Reference": "Component_Instruction_Combat_Target_Swap",
          "Modify": {
            "TargetRange": { "Compute": "TargetRange" },
            "NextTargetRangeView": { "Compute": "ViewRange" },
            "NextTargetRangeHearing": { "Compute": "HearingRange" },
            "TargetSwitchTimer": { "Compute": "TargetSwitchTimer" }
          }
        },
        {
          "Reference": { "Compute": "CombatAdditionalBehaviorComponent" },
          "Modify": { },
          "Interfaces": [ "Hytale.Instruction.Combat" ],
          "Nullable": true
        },
        {
          "$Comment": "Basic combat behaviour",
          "Sensor": {
            "Type": "State",
            "State": ".Default"
          },
          "Instructions": [
            {
              "$Comment": "Set the desired combat altitude range",
              "Continue": true,
              "Actions": [
                {
                  "Type": "OverrideAltitude",
                  "DesiredAltitudeRange": { "Compute": "MotionDesiredAltitudeCombat" }
                }
              ]
            },
            {
              "$Comment": "Attack the target when within ranged attack distance",
              "Continue": true,
              "Sensor": {
                "Type": "Target",
                "Range": { "Compute": "RangedAttackDistance" },
                "Filters": [
                  {
                    "Type": "LineOfSight"
                  }
                ]
              },
              "HeadMotion": {
                "Type": "Aim",
                "HitProbability": 1,
                "Spread": 0
              },
              "Actions": [
                {
                  "Type": "Attack",
                  "AimingTimeRange": { "Compute": "RangedAttackAimingRange" },
                  "Attack": { "Compute": "RangedAttack" },
                  "AttackPauseRange": { "Compute": "RangedAttackPauseRange" }
                }
              ]
            },
            {
              "$Comment": "Flying: execute combat-oriented movement when the target spots the NPC",
              "Sensor": {
                "Type": "Target",
                "Range": { "Compute": "CombatBehaviorDistance" },
                "Filters": [
                  {
                    "Type": "LineOfSight"
                  }
                ]
              },
              "BodyMotion": {
                "Type": "Seek",
                "DesiredAltitudeWeight": 1,
                "RelativeSpeed": { "Compute": "CombatRelativeSpeedFlyMotion" },
                "SlowDownDistance": { "Compute": "CombatSeekSlowdownDistance" },
                "StopDistance": { "Compute": "CombatSeekStopDistance" }
              },
              "HeadMotion": {
                "Type": "Aim"
              }
            },
            {
              "$Comment": "Fallback: go to .Chase (target loss is handled there)",
              "Actions": [
                {
                  "Type": "State",
                  "State": ".Chase"
                }
              ]
            }
          ]
        },
        {
          "$Comment": "Chase the target",
          "Sensor": {
            "Type": "State",
            "State": ".Chase"
          },
          "Instructions": [
            {
              "$Comment": "Try chasing the target to its altitude range when LoS is broken",
              "Continue": true,
              "Sensor": {
                "Type": "Target",
                "Filters": [
                  {
                    "Type": "Not",
                    "Filter": {
                      "Type": "LineOfSight"
                    }
                  }
                ]
              },
              "Actions": [
                {
                  "Type": "OverrideAltitude",
                  "DesiredAltitudeRange": [ 0, 2 ]
                }
              ]
            },
            {
              "$Comment": "If stuck, climb to try unstucking (?!) itself",
              "Continue": true,
              "Sensor": {
                "Type": "Or",
                "Sensors": [
                  {
                    "Type": "Eval",
                    "Expression": "blocked"
                  },
                  {
                    "Type": "Nav",
                    "NavStates": [ "Blocked", "Aborted", "Defer" ]
                  }
                ]
              },
              "BodyMotion": {
                "Type": "Wander",
                "DesiredAltitudeWeight": 1,
                "RelativeSpeed": { "Compute": "CombatRelativeSpeedChase" }
              },
              "Actions": [
                {
                  "Type": "OverrideAltitude",
                  "DesiredAltitudeRange": { "Compute": "MotionDesiredAltitudeSearch" }
                }
              ]
            },
            {
              "$Comment": "When the target is back into attack distance, go to .Default",
              "Sensor": {
                "Type": "Target",
                "Range": { "Compute": "RangedAttackDistance" },
                "Filters": [
                  {
                    "Type": "LineOfSight"
                  }
                ]
              },
              "Actions": [
                {
                  "Type": "State",
                  "State": ".Default"
                }
              ]
            },
            {
              "Reference": "Component_Instruction_Soft_Leash",
              "Modify": {
                "_ExportStates": [ "Idle" ]
              }
            },
            {
              "Reference": "Component_Instruction_Intelligent_Chase",
              "Modify": {
                "_ExportStates": [ "Search.Confused", "Search.Confused", "Idle" ],
                "ViewRange": { "Compute": "AlertedRange" },
                "HearingRange": { "Compute": "HearingRange" },
                "RelativeSpeed": { "Compute": "CombatRelativeSpeedChase" },
                "DesiredAltitudeWeight": 1
              }
            }
          ]
        }
      ]
    },
    {
      "$TODO": "Maybe we can transfer some of this logic over to the Generic Search macro element instead since it's mostly duplicated from the Predator template.",
      "Sensor": {
        "Type": "State",
        "State": "Search"
      },
      "Instructions": [
        {
          "$Comment": "Act confused for a short period where detection range is drastically lowered so the target has a chance to get away properly",
          "Sensor": {
            "Type": "State",
            "State": ".Confused"
          },
          "Instructions": [
            {
              "$Comment": "Try reacquiring the previous target",
              "Sensor": {
                "Reference": "Component_Sensor_Lost_Target_Detection",
                "Modify": {
                  "ViewRange": { "Compute": "ViewRange / 2" },
                  "ViewSector": { "Compute": "ViewSector" },
                  "HearingRange": { "Compute": "HearingRange / 2" },
                  "AbsoluteDetectionRange": { "Compute": "AbsoluteDetectionRange" },
                  "TargetSlot": "LockedTarget"
                }
              },
              "Actions": [
                {
                  "Type": "State",
                  "State": "Combat"
                }
              ]
            },
            {
              "$Comment": "Standard detection component: listen for beacons and check for nearby hostiles",
              "Reference": "Component_Instruction_Generic_Detection",
              "Modify": {
                "_ExportStates": [ "Alerted", "Combat", "Combat", "Combat" ],
                "ViewRange": { "Compute": "ViewRange / 2" },
                "ViewSector": { "Compute": "ViewSector" },
                "HearingRange": { "Compute": "HearingRange / 2" },
                "AbsoluteDetectionRange": { "Compute": "AbsoluteDetectionRange" },
                "AlertedRange": { "Compute": "AlertedRange" },
                "DetectBeacons": false
              }
            },
            {
              "$Comment": "Timeout before starting to prowl for the target",
              "ActionsBlocking": true,
              "Actions": [
                {
                  "Type": "Timeout",
                  "Delay": { "Compute": "ConfusedTimeRange" }
                },
                {
                  "Type": "State",
                  "State": ".Prowl"
                }
              ]
            }
          ]
        },
        {
          "$Comment": "Search the area for a bit with the expectation of going straight into combat if you find something.",
          "Sensor": {
            "Type": "State",
            "State": ".Prowl"
          },
          "Instructions": [
            {
              "$Comment": "Set the desired altitude range",
              "Continue": true,
              "Sensor": {
                "Type": "Any"
              },
              "Actions": [
                {
                  "Type": "OverrideAltitude",
                  "DesiredAltitudeRange": { "Compute": "MotionDesiredAltitudeSearch" }
                }
              ]
            },
            {
              "$Comment": "Try reacquiring the previous target",
              "Sensor": {
                "Reference": "Component_Sensor_Lost_Target_Detection",
                "Modify": {
                  "ViewRange": { "Compute": "AlertedRange" },
                  "ViewSector": { "Compute": "ViewSector" },
                  "HearingRange": { "Compute": "HearingRange" },
                  "AbsoluteDetectionRange": { "Compute": "AbsoluteDetectionRange" },
                  "TargetSlot": "LockedTarget"
                }
              },
              "Actions": [
                {
                  "Type": "State",
                  "State": "Combat"
                }
              ]
            },
            {
              "$Comment": "Standard detection component: listen for beacons and check for nearby hostiles",
              "Reference": "Component_Instruction_Generic_Detection",
              "Modify": {
                "_ExportStates": [ "Alerted", "Combat", "Combat", "Search.Confused" ],
                "ViewRange": { "Compute": "ViewRange" },
                "ViewSector": { "Compute": "ViewSector" },
                "HearingRange": { "Compute": "HearingRange" },
                "AbsoluteDetectionRange": { "Compute": "AbsoluteDetectionRange" },
                "AlertedRange": { "Compute": "AlertedRange" },
                "DetectBeacons": false
              }
            },
            {
              "$Comment": "Play particles while prowling",
              "Continue": true,
              "ActionsBlocking": true,
              "Actions": [
                {
                  "Type": "Timeout",
                  "Delay": [ 4, 8 ],
                  "DelayAfter": true
                },
                {
                  "Type": "SpawnParticles",
                  "ParticleSystem": "Question",
                  "TargetNodeName": "Head"
                }
              ]
            },
            {
              "$Comment": "Look around for a bit and then go back to idling",
              "BodyMotion": {
                "Type": "Sequence",
                "Looped": true,
                "Motions": [
                  {
                    "Type": "Timer",
                    "Time": [ 2, 5 ],
                    "Motion": {
                      "Type": "Wander",
                      "DesiredAltitudeWeight": 1,
                      "MaxWalkTime": 2,
                      "MinWalkTime": 2,
                      "RelativeSpeed": { "Compute": "SearchRelativeSpeed" }
                    }
                  },
                  {
                    "Type": "Timer",
                    "Time": [ 5, 10 ],
                    "Motion": {
                      "Type": "WanderInCircle",
                      "DesiredAltitudeWeight": 1,
                      "Radius": { "Compute": "SearchRadius" },
                      "RelativeSpeed": { "Compute": "SearchRelativeSpeed" }
                    }
                  },
                  {
                    "Type": "Timer",
                    "Time": [ 2, 3 ],
                    "Motion": {
                      "Type": "Nothing"
                    }
                  }
                ]
              },
              "ActionsBlocking": true,
              "Actions": [
                {
                  "Type": "Timeout",
                  "Delay": { "Compute": "SearchTimeRange" }
                },
                {
                  "Type": "State",
                  "State": "Idle"
                }
              ]
            }
          ]
        }
      ]
    }
  ],
  "Parameters": {
    "Appearance": {
      "Value": "Eye_Void",
      "Description": "Model to be used"
    },
    "MaxHealth": {
      "Value": 100,
      "Description": "Max health for the NPC"
    },
    "DropList": {
      "Value": "Drop_Eye_Void",
      "Description": "Drop Items"
    },
    "MotionFlyMaxHorizontalSpeed": {
      "Description": "Parameter MaxHorizontalSpeed",
      "TypeHint": "Double",
      "Value": 6
    },
    "MotionFlyMinHeightAboveGround": {
      "Description": "Parameter MotionMinHeightAboveGround",
      "TypeHint": "Double",
      "Value": 2
    },
    "MotionFlyMaxHeightAboveGround": {
      "Description": "Parameter MotionMaxHeightAboveGround",
      "TypeHint": "String",
      "Value": 20
    },
    "MotionDesiredAltitudeCombat": {
      "Description": "The altitude range the NPC prefers attacking from",
      "Value": [ 5, 10 ]
    },
    "MotionDesiredAltitudeSearch": {
      "Description": "The altitude range the NPC prefers searching in",
      "Value": [ 15, 20 ]
    },
    "ViewRange": {
      "Value": 40,
      "Description": "View range"
    },
    "ViewSector": {
      "Value": 180,
      "Description": "View sector"
    },
    "HearingRange": {
      "Value": 10,
      "Description": "Hearing range"
    },
    "AbsoluteDetectionRange": {
      "Description": "The range at which the NPC will always detect players and NPCs",
      "TypeHint": "Double",
      "Value": 3
    },
    "IdleWanderTime": {
      "Description": "How long the NPC will wander for",
      "Value": [ 4, 6 ]
    },
    "IdleWanderInCircleTime": {
      "Description": "How long the NPC will wander in circle for",
      "Value": [ 5, 6 ]
    },
    "IdleWanderInCircleRadius": {
      "Description": "The radius of the WanderInCircle motion",
      "TypeHint": "Double",
      "Value": 30
    },
    "IdleNothingTime": {
      "Description": "How long the NPC will stand still for while wandering",
      "Value": [ 1, 2 ]
    },
    "IdleFollowPath": {
      "Description": "Whether the NPC will follow a path while idling",
      "TypeHint": "Boolean",
      "Value": false
    },
    "IdleFollowPathRange": {
      "Description": "The maximum distance within which the NPC will look for a path",
      "TypeHint": "Double",
      "Value": 30
    },
    "IdleFollowPathShape": {
      "Description": "The shape of the followed path",
      "TypeHint": "String",
      "Value": "Line"
    },
    "AlertedRange": {
      "Value": 40,
      "Description": "A range within which the player can be seen/sensed when the NPC is alerted to their presence"
    },
    "AlertedTime": {
      "Description": "How long the NPC will stay in the alerted state before engaging the target",
      "Value": [ 2, 2 ]
    },
    "AlertedAdditionalBehaviorComponent": {
      "Description": "The component defining additional alerted behavior",
      "TypeHint": "String",
      "Value": "$Null"
    },
    "CombatBehaviorDistance": {
      "Description": "The distance at which the NPC will use combat movement",
      "TypeHint": "Double",
      "Value": 30
    },
    "CombatRelativeSpeedFlyMotion": {
      "Description": "The relative speed at which the NPC will move when within attack range and while flying",
      "TypeHint": "Double",
      "Value": 0.3
    },
    "CombatRelativeSpeedChase": {
      "Description": "The relative speed at which the NPC will move when chasing",
      "TypeHint": "Double",
      "Value": 1
    },
    "RangedAttack": {
      "Value": "Eye_Void_Blast",
      "Description": "The ranged attack to use in combat"
    },
    "RangedAttackDistance": {
      "Value": 20,
      "Description": "The distance at which an NPC will execute attacks"
    },
    "RangedAttackAimingRange": {
      "Description": "How long the NPC will take to aim at the target",
      "Value": [ 3, 3 ]
    },
    "RangedAttackPauseRange": {
      "Description": "How often the NPC will attack the target",
      "Value": [ 1, 2 ]
    },
    "TargetSwitchTimer": {
      "Value": [ 5, 5 ],
      "Description": "Minimum time the NPC will be locked onto a single target before switching"
    },
    "CombatSeekSlowdownDistance": {
      "Description": "The target distance at which a chasing NPC will slow down",
      "TypeHint": "Double",
      "Value": 2
    },
    "CombatSeekStopDistance": {
      "Description": "The target distance at which a chasing NPC will stop",
      "TypeHint": "Double",
      "Value": 1
    },
    "TargetRange": {
      "Value": 15,
      "Description": "The distance the target needs to be within to maintain priority over other targets while in combat"
    },
    "CombatAdditionalBehaviorComponent": {
      "Description": "The component defining additional combat behavior",
      "TypeHint": "String",
      "Value": "$Null"
    },
    "AttitudeGroup": {
      "Value": "Empty",
      "Description": "This NPCs attitude group"
    },
    "ConfusedTimeRange": {
      "Description": "The range during which the NPC will be confused after losing a target",
      "Value": [ 1, 2 ]
    },
    "SearchTimeRange": {
      "Description": "The time range during which the NPC will search for a lost target",
      "Value": [ 20, 30 ]
    },
    "SearchRadius": {
      "Description": "The radius within which the NPC will search for a lost target",
      "TypeHint": "Double",
      "Value": 5
    },
    "SearchRelativeSpeed": {
      "Description": "The relative speed of the chase motion",
      "TypeHint": "Double",
      "Value": 0.75
    },
    "IsMemory": {
      "Value": false,
      "Description": "Defines if the NPC is a memory"
    },
    "MemoriesCategory": {
      "Value": "Other",
      "Description": "Defines the category of the memory"
    },
    "MemoriesNameOverride": {
      "Value": "",
      "Description": "Overrides the memory name if set"
    },
    "NameTranslationKey": {
      "Value": "server.npcRoles.Template_Flying_Aggressive.name",
      "Description": "Translation key for NPC name display"
    },
    "DeathParticles": {
      "Value": "Effect_Death",
      "Description": "The particle system that spawns when the NPC's corpse disappears."
    },
    "DropDeathItemsInstantly": {
      "Value": false,
      "Description": "Whether the NPC's drop list should be executed when the NPC dies. If set to false, items drop when the corpse disappears."
    },
    "DeathAnimationTime": {
      "Value": 2,
      "Description": "The time it takes for this NPC's corpse to disappear."
    }
  },
  "MotionControllerList": [
    {
      "Type": "Fly",
      "Acceleration": 10,
      "DesiredAltitudeWeight": 1,
      "MaxClimbAngle": 90,
      "MaxClimbSpeed": 30,
      "MaxHeightOverGround": { "Compute": "MotionFlyMaxHeightAboveGround" },
      "MaxHorizontalSpeed": { "Compute": "MotionFlyMaxHorizontalSpeed" },
      "MaxRollAngle": 40,
      "MaxSinkAngle": 90,
      "MaxSinkSpeed": 3,
      "MaxTurnSpeed": 180,
      "MinAirSpeed": 3,
      "MinHeightOverGround": { "Compute": "MotionFlyMinHeightAboveGround" }
    }
  ]
}