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

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AI navigation and sequences

Scripting AI entities in CRYENGINE is something that has gone through many iterations during its lifetime. Initial versions of the engine supported games that had AI mechanics which were very hands-off from a scripting stand point. For the most part, AI existed to be interrupted from basic patrols and combat the player. The later incarnations have improved upon this by extending support for more controlled AI sequences while still offering the ability for the more simplistic patrol setups used in more open, player-driven games. We'll look at both types of setup here, but before we get AI doing our bidding, let's set up their navigation mesh so that they're able to find a path around the world.

Navigation mesh

Gone are ...

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