Tuesday, September 14, 2010

WEEK7: RESEARCH FLOWGRAPH NODES

For Exp2 I'm interested in testing out how people interact within architecture, to achieve this I want to compare and contrast normal human interaction against normal human interaction which isn't so normal. An example of what I am talking about can be considered in an experiment I am planning:- placing the player and a large number of AI in a confined space and highlighting/contrasting the human desire of interaction by having all the AI face away whenever the player looks at them and then move away whenever the player gets too close. Obviously this will require the employment of proximity triggers.

THREE (PLUS ONE IMPORTANT) SELECTED FLOWGRAPH NODES


Entity:EntitiesInRange - takes the positions of two entities and checks if they are in a certain range to each other. Obviously a very handy Flowgraph if I am trying to trigger a particular reaction from a close interaction.


AI:AIGoto - Tells the AI to move to a certain position in the game. Obviously this one has a lot of potential in commanding where AI moves in the game and I could use it in a number of experiments. For the confined space scenario I am hoping to tell the AI to move anywhere as long as it is a certain distance away from the player.

AI:AILookAt - Allows me to make the player look at a certain point/direction- I have to determine whether this is looking at through a head movement or a whole body rotation. Once again I am hoping to make the direction the AI is facing any direction as long as it is not the direction the player is facing.


AI:AIExecute - Will tell the AI to do a number of specified things. Obviously handy when I am requiring AI to move along paths etc.


OTHER INTERESTING NODES

AI:AIFollow - Allows the AI to follow other objects (i.e. other AI). Potentially allows me to create 'stings'/'webs' of AI that move in direct relation to other AI (i.e. one AI moves, another follows, another follows him and so on..)


Image:DepthOfField - node adds a depth of field effect to the screen. Focus range and distance as well as the blur amount can be defined using the nodes input ports. Potentially allows me to investigate how people interact with architecture/space depending on what they see, hopefully toggling between long depth of view and short depth of view using proximity triggers. 


Entity:Proximity Trigger

Entity:BeamEntity - This would be interesting to implement in the potential of highlighting exactly the way humans don't interact in space by having AI/player 'teleported' at certain points (i.e. having the player walk through a wall only to appear on the opposite end of the room, then having all the AI move away from them). Huge potential - Gary's Mod Style.
http://wiki.crymod.com/index.php/FGNode:Entity:BeamEntity
http://wiki.crymod.com/index.php/Sandbox_RefFlowgraphEntityNodes#Entity:BeamEntity

AI:AIStance
http://wiki.crymod.com/index.php/FGNode:AI:AIStance


Effects:SpawnParticleEffect - If this does what I think it does then good, need to investigate. 




SOURCES
http://wiki.crymod.com/index.php/Flowgraph_Nodes
http://wiki.crymod.com/index.php/Sandbox_FlowgraphNodesRef
http://wiki.crymod.com/index.php?title=Category:Flowgraph_Node_Reference&from=ShiTen

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