AI

module
AI<public> := module
Module
/Fortnite.com/AI
Source
fortnite

Used in

using { /Fortnite.com/AI }
using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }

# This is our "Manager" device. It lives in the scene graph.
# Think of it as the stage manager holding the clipboard.
PatrolManager := class(creative_device):
#
# Guards are the one NPC type with combat AI built in: they idle, patrol, grow
# suspicious, go alert, and attack — all on their own. The guard_spawner_device
# lets Verse tune that built-in brain and react to it. Here one button posts the
# guards and tightens their senses; a second button hires the whole squad to the
# presser's team; and we log every alert so you can see the FSM tick over.
guard_post_device := class(creative_device):
using { /Fortnite.com/AI }
using { /Fortnite.com/Characters }
using { /Fortnite.com/Game }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/SpatialMath }
using { /UnrealEngine.com/Temporary/Diagnostics }
using { /Fortnite.com/AI }

# This is our NPC Behavior class.
# It inherits from npc_behavior.
# This means our script has all the AI tools.
FriendlyGuardBehavior <: npc_behavior:
using { /Fortnite.com/Devices } # Gives us access to Audio Players, Triggers, etc.
using { /Fortnite.com/AI }      # Gives us access to NPC-specific logic
using { /Verse.org/Simulation } # The core engine logic

# This is our Custom Device Blueprint
# We call it 'concrete' because it's a real device you can place in the world
ai_voiceline_manager := class<concrete>:
using { /Fortnite.com/AI }
using { /Fortnite.com/Characters }
using { /Fortnite.com/Game }
using { /Verse.org/Simulation }

# This is our main script structure.
# Think of this as the "Brain" of the NPC.
using { /Fortnite.com/Characters }
using { /Fortnite.com/AI }
using { /UnrealEngine.com/Temporary/SpatialMath }
using { /Verse.org/Simulation }

# This is our main script structure.
# Think of it as the "Brain" of our island feature.
loot_goblin_behavior := class(creative_device):
using { /Fortnite.com/AI }
using { /Fortnite.com/Characters }
using { /Fortnite.com/Playspaces }
using { /Verse.org/Simulation }
using { /Verse.org/SceneGraph }
using { /UnrealEngine.com/Temporary/Diagnostics }
# It tells the NPC how to behave.

using { /Fortnite.com/AI }
using { /Fortnite.com/Characters }
using { /Fortnite.com/Game }
using { /UnrealEngine.com/Temporary/Diagnostics }
using { /Verse.org/Simulation }

# We create a new type of NPC behavior.