patrol point
- 4A Games
Overview
Patrol Point is a simple object that can be used to set a point in space for a position to other objects or AI entities. It is an advanced version of AI Point which allows you to link with other objects and have your own states for AI entities.
Red Patrol Point – doesn't have a position on a navigation mesh.
Green Patrol Point – has a position on a navigation mesh.
Placement and Setup
There are several ways to add a Patrol Point to your level:
- Look for a Patrol Pont in the Entity List Window
- By using the Shortcut "A + LMB" and adding into the level.
There are several ways to add a link between patrol points:
- Select any patrol point and just add a new one – you will create a link from the selected one to a new patrol point
- Select any patrol point and click RMB on the highlighted patrol point, then go to Selected or Highlighted section and click AI Point: Add Link to Selected or AI Point: Add Link Highlighted.
There are several ways to remove a link between patrol points:
- Select a patrol point and delete the object from AI Point Link
- Select any patrol point and click RMB on a highlighted patrol point, go to Selected or Highlighted section and click AI Point: Remove Link to Selected or AI Point: Remove Link Highlighted.
Properties
Property | Description | ||
---|---|---|---|
Base | Object name. | ||
Disable Qsave | The object's current state is not saved. It will always load in its original state. | ||
Never Sleeps | The object is never considered to be sleeping, i.e. immobilized and doing nothing. | ||
Force Realtime | The object never postpones its updates. | ||
Cull distance | Each renderable object has this parameter. It allows you to completely disable any object by a certain distance. This is very helpful for fuzzy indoor areas where portals are not possible or inefficient.
| ||
Transform | Position | Moving the selected patrol point according to given numerical values along the 3 grid axes X, Y, Z. | |
Rotation | Rotating the selected patrol point according to given numerical values along the 3 grid axes X, Y, Z. | ||
Random Rotation | Random rotation of the selected patrol point according to given numerical values along the 3 grid axes X, Y, Z. | ||
Parent | |||
Type | CLSID | Class Id, indicates the type of item in column 1 (what it is, state/blender/motion/etc.). | |
Static Date Key | Name of the object type. One class might have several different types. For example, you can create several weapons of the same type. They will have the same set of static properties but their values will be different. | ||
Group | Editor group name (optional). | ||
Bounding Size | AABB (axis-aligned bounding box) size. | ||
Last Modified by | Name of the person who was the last to modify the selected object. | ||
Tag | A tag assigned by the user. | ||
Lock Transform | This locks the object's movement, scaling, and rotation in the scene. They can still be changed in the Properties window. When the map reloads, this will automatically unlock. | ||
Lock to Heightmap | Patrol Point locked to the heightmap. | ||
Layer | Layer on which the object lies. | ||
Fixed BB | Locks the bounding box size for the object in the editor. | ||
Fixed BB Ext | Amount of meters on each axis to increase the bounding box. | ||
Force Draw/Pick BB | Draws the object bounding box. | ||
Visible for Outdoor Map | If enabled, the objects are treated as visible when the terrain map is generated. | ||
Visible for Light Probe | If enabled, the objects are treated as visible when the light prop is generated. | ||
Accept Snap | If enabled, this allows snapping for the object. | ||
Skip Check Invisible | If enabled, the invisibility check is skipped. | ||
Skip Check Duplicate | If enabled, the duplicate check is skipped. | ||
PPS Enabled | Enables per pixel selection for the object. | ||
UI Tag (Debug Only) | Information for debugging. | ||
QSave Chunk | Label for patching support. | ||
Render | Reflectable? | If enabled, the object will be reflectable. | |
Cast AO? | If enabled, the object will be to cast Ambient Occlusion. Recommended: TRUE, can be turned off for performance. | ||
Ghost? | If enabled, disables the render of the effect, making it invisible. | ||
Shadow Cast | If enabled, the object will cast shadows. Recommended: TRUE, can be turned off for performance. | ||
Slow Render | In some cases, it eliminates the object's blinking. | ||
Disable Impostors | Used to improve performance. A function that replaces the 3d model with a 2d image at a great distance from the camera: true/false. | ||
DAO: Auto | Sets the object illumination. If disabled, it will show this – DAO: Value. | ||
DAO: Value | Sets the object's illumination. | ||
AUX: Value | Sets value of the shader's external parameter. | ||
Sector | Sector to which the object belongs at the level. | ||
Network | Synchronizing the update of objects on different machines. | ||
Game | Ignore in pickup | Remove the ability to use and pick up an object. | |
Model | Allows to select a model for the object. | ||
VS Active (Editor Only) | Attaches a Visual Script to the target object. You can select which script to attach in the properties. Don't leave the "name" property empty, otherwise it won't work. | ||
AI point link | Object | Create a link to the object or other patrol point. You can build a path with using patrol points with links. (Can't have more than 4 links from one point). | |
Weight | Object selection priority for the next waypoint on the route (NPCs are more likely to go to a point with more weight). | ||
AI Map | Must Be On AI Map | Snap a patrol point to the navigation mesh. | |
Navigation | Cover Group | Add a patrol point to the cover group. | |
Point | Wait | Min | Minimum waiting time at the current patrol point before moving to the next one. This function is unavailable! |
Max | Maximum waiting time at the current patrol point before moving to the next one. This function is unavailable! | ||
State | Body State | An NPC's body state from the current patrol point to the next. | |
Anim State | An NPC's anim state from the current patrol point to the next. This function is unavailable! | ||
Movement Type | An NPC's movement type from the current patrol point to the next. | ||
Weapon State | An NPC's weapon state from the current patrol point to the next. This function is unavailable! | ||
Action | Actions during moving: This function is unavailable!
| ||
Target | Target for applying an action. This function is unavailable! | ||
Precise Hit | Should walk exactly through patrol points or nearby. This function is unavailable! | ||
Exact Rotation | Need an exact rotation in a patrol point (in the direction of the axis Z) position. This function is unavailable! | ||
Force Sprint | Always sprint from the current patrol point to the selected. This function is unavailable! | ||
Disable Strafing | If enabled, an NPC will not move with its body facing a specific position. The main purpose is to prevent the NPC from turning its back to enemies (or specific objects). This function is unavailable! | ||
Anim State Approach Speed | Speed of change between anim states (free, alert, danger). This function is unavailable! | ||
Approach Decal | Movement acceleration/breaking when approaching a patrol point. Applies only to step-based movement (ai_step_planned_motor). This function is unavailable! |
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