NokiMo
JakubW
JakubW

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Informations about current progress on AGLSv1.6 (04.10.2025)

I’m still actively working on the new AI controller. The development has been going on for quite a while now, but the number of issues I’ve encountered along the way has been enormous. A lot of time has also gone into learning State Tree, Smart Objects, Contextual Animations, modifying the EQS system, and modify the default AI controller class.

I’m planning to account for a wide range of behaviors the AI will be able to handle — such as taking cover, sneaking, and attempting to silently eliminate enemies, of course only when the environment allows for it.

How much longer will it take?

It’s hard to say. It mostly depends on whether things go more smoothly from this point forward. Tentatively, I’m aiming to release the update sometime between the 15th and 17th of this month.


The current state of the StateTree logic (not all tasks are fully ready yet):

An example of a C++ function designed to calculate a position from which the AI can attempt to reach the target (green sphere) while trying to remain unnoticed by other AI. The effectiveness here is not 100%, as the position is calculated based on current data. Enemy AI movement is random and sudden, which reduces the function’s overall effectiveness.

Youtube Video (same as GIF)

Comments

Nice ❤ please also fix this: the human ai dies every time when zombie ai crawls on the floor towards them.

Createamaer

Wooo Thanks ❤️❤️❤️

Charlene Mauremootoo


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