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global:storymode [2015/05/14 22:10]
Mistermind created
global:storymode [2022/07/27 03:36] (current)
Mistermind
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 ====== Story Mode ====== ====== Story Mode ======
-Set a sequence of battles with intros, selectable characters, bosses, rivals, and much more.+Set a sequence of battles with intros, endings, selectable characters, bosses, and more.
  
-{{ :global:global_storymode.png?nolink |}}+UFE's Story Mode works similar to the old Street Fighter Alpha series, which is ideal for depicting conversations between characters before and after battles.  However, this is not the only way to use the UI prefabs - as full motion video sequences are possible, as well as your own UI graphics (which could portray the story in another way, like comic book panels or other visual sequences).  See [[https://unity3d.com/learn/tutorials/modules/beginner/ui|Unity's UI Tutorials]] for more information about creating UI elements.
  
 +{{ :global:global_storymode.png?nolink}}
 +\\
 +\\
 +\\
 +**Selectable Characters (Story Mode):** Toggle which [[character:start|characters]] from your [[global:characters|character roster]] are selectable on the character selection screen in Story Mode.
  
-**Selectable Characters (Story Mode):** Which [[character:start|characters]] From your [[global:characters|character roster]] are selectable in the character selection screen on Story Mode?+**Selectable Characters (Versus Mode):** Toggle which [[character:start|characters]] from your [[global:characters|character roster]] are selectable on the character selection screen in Versus Mode.
  
-**Selectable Characters (Versus Mode):** Which [[character:start|characters]] from your [[global:characters|character roster]] are selectable in the character selection screen on Versus Mode+__NOTE:__ By disabling a character from both Story and Versus mode, but then making that character available as a fight in Story Mode, you are effectively creating a CPU only character.  This is good for special boss characters, or characters you don't want selectable.
- +
-**Allow Mirror Matches:** If toggledthe selected character can face itself during Story Mode. +
- +
-**Use the same story for all characters:** If untoggledeach character will have his/her own opening/ending scene and group of characters to fight. +
- +
-{{ :global:global_storymodefightgroups.png|}} +
- +
-**Story** +
-  * Opening Scene (TextureStoryModeOpeningScreen) +
-  * Ending Scene (TextureStoryModeEndingScreen) +
-  * Fight Groups: Define the opponents the selected character must face in order to beat Story Mode.+
  
 +**Allow Mirror Matches:** If toggled, the selected character can face themselves during Story Mode.
  
 +**Use the same story for all characters:** Disable this option to create unique Story Mode sequences for each individual character.  Leave this on to use the same Story Mode sequence for all characters.
  
 +**Story | Character's Story**
 +  * **Opening Scene (TextureStoryModeOpeningScreen):** The UI prefab for the Opening Scene.
 +  * **Ending Scene (TextureStoryModeEndingScreen):** The UI prefab for the Ending Scene.
  
 ---- ----
-==== Random AI ==== 
  
-{{ :global:global_aioptionsrandomai.jpg?nolink|}}+{{ :global:global_storymodefightgroups.png|}} 
 +\\ 
 +\\ 
 +**Fight Groups** A fight group is a collection of opponents in Story Mode.  Each fight group is battled in order as listed.  Within a fight group you can choose to have some or all opponents to be battled, and in a set order or randomised.  Once the last fight group is defeated, UFE plays the Ending Scene assigned above. 
 +  * **Group Name:** Give a name for your fight group (e.g. "First Stage", "Rival Fight", "Sub-Boss Fight" etc). 
 +  * **Fight Mode:** Choose the how the opponent order is determined.  If selecting ''Fight Against Several in Random Order'', you can also limit the number of opponents to battle.  
 +    * **Opponent:** The character that will face the player. 
 +    * **Possible Stages:** Which stage(s) are possible for this battle.  Useful if you want to have specific stages for specific characters, or prevent certain stages from appearing in Story Mode (e.g. Traning Stage), or have Boss specific stages only possible during Story Mode. 
 +    * **Before the battle (TextureConversationBeforeBattleScreen):** The UI prefab that appears before the battle. 
 +    * **After the battle (TextureConversationAfterBattleScreen):** The UI prefab that appears after the battle.
  
-Based on distance, Random AI uses weight values to determine which direction/button has the highest chances of being pressed +__NOTE:__ If the ''Open/Close'' button is disabled, toggle the //Screens// option in the [[global:gui|Game GUI Options]] panel.
- +
-**Attack When Enemy is Down:** Do we attack when the enemy is down? +
- +
-**Move When Enemy is Down:** Do we move when the enemy is down? +
- +
-**Input Frequency (seconds):** How often (per second) the AI does an input. +
- +
-**Distance Behaviours:** Expand to set distance dependent behaviours. +
- +
-  * Opponent Distance: Choose one of 7 presets (predefined in ). Note: Proximity range will change dependent on preset chosen. +
-  * Move Forward Probability: Chance of moving forward (0.0-1.0) +
-  * Move Back Probability: Chance of moving back (0.0-1.0) +
-  * Jump Probability: Chance of jumping (0.0-1.0) +
-  * Crouch Probability: Chance of crouching (0.0-1.0) +
-  * Attack Probability: Chance of attacking (0.0-1.0)+
  
  
 ---- ----
-==== Fuzzy AI ==== +==== Video Tutorial ==== 
-(Requires [[http://forum.unity3d.com/threads/u-f-e-addon-fuzzy-a-i.277086/|Fuzzy AI Addon]]) +{{youtube>BnNyIl9zwvc?large}}
- +
-{{ :global:global_aioptionsfuzzy.jpg?nolink|}} +
- +
-Fuzzy AI allows for robust decision sets that can have some of its [[ai:start|instructions]] overridden depending on the difficulty settings chosen. +
- +
-**Multi Core Support:** Tells UFE to run decision making process in its own thread.  Multicore reduces CPU usage significantly, but makes the weight calculation slightly slower.  Multicore puts the weight calculation into the Update() function, which makes the CPU run the process separately. +
- +
-**Persistent Behavior:** When toggle the AI will remain on the same instruction behaviour they were in on the round before. Untoggle to reset it back to default after each round. +
- +
-**Default Difficulty:** Choose from 6 difficulty settings.  Each can be detailed in the below Difficulty Settings. +
- +
-**Difficulty Settings:** Expand to edit each difficulty setting.  Click New Difficulty Setup to add a new setup. +
- +
-  * Difficulty Level: Which difficulty level you're setting up +
-  * Override Instructions: Toggle which variable this difficulty settings will override. +
-    * Startup Behavior: Sets the initial [[character:aiinstructions|behavior]] characters will starts from. +
-    * Time Between Decisions: Overrides the loaded instruction's value for [[ai:advancedoptions#intervals|time between decisions]]. +
-    * Time Between Actions: Overrides the loaded instruction's value for [[ai:advancedoptions#intervals|time between actions]]. +
-    * Rule Compliance: Overrides the loaded instruction's value for [[ai:advancedoptions#behavior|rule compliance]]. +
-    * Aggressiveness: Overrides the loaded instruction's value for [[ai:advancedoptions#behavior|aggressiveness]]. +
-    * Combo Efficiency: Overrides the loaded instruction's value for [[ai:advancedoptions#behavior|combo efficiency]].\\ +
- +
-\\+
  
-For more on Fuzzy A.I. [[ai:start|click here]]. 
  
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global/storymode.1431655839.txt.gz · Last modified: 2015/05/14 22:10 by Mistermind