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CRYENGINE Game Development Blueprints by Sam Howels, Riham Toulan, Chris Goodswen, Richard Gerard Marcoux III

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Chapter 14. Scripting Gameplay Content

Now that we are acquainted with Flow Graphs and some of the principles that are useful for creating tidy and maintainable scripting, let's get to building things. When constructing AI-based gameplay setups in CRYENGINE, there are a few tools and techniques we can use that can help give us interesting, high-fidelity work. In this chapter, we will cover the following topics:

  • Scripting the main level flow and events
  • Setting up AI patrols and the supporting MNM navigation
  • Using the Mannequin editor to create new AI animation fragments
  • Adapting AI tasks based on player actions

Scripting the main level flow and events

We briefly covered organization of logic as part of the previous chapter, so let's put the theory into ...

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