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

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Advancing complex AI sequences

One of the complicating factors of directed scripting-driven experiences are often the very complex and intricate AI sequence setups that are involved. These can be long and involve many different phases and branches, depending on how far through the level the AI accompanies the player. From the beginning of our level production, we've sought to make sure that the AI setup has been constructed with modularity in mind. Here is where we are able to take advantage of that.

To start with, we need a way for our debug skipping to communicate with our AI scripting. To do this, we can make an extra token representing the skip location that we've used. When we hook this up to our debug ProximityTrigger, this can be used to ...

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