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Digital Tutors - Managing Crowd Systems in UDK

Duration 1h 46m Level Advanced Project Files Included

Software used

UDK 02/2013 release

What you will learn

Throughout these lessons you will learn to exploit the potential of crowd systems in UDK to create better game levels that are more realistic and interesting to play.

Crowds will be spawned and then sent to one or more destinations. Several crowd agents parameters will be edited to improve the overall quality of the crowd itself and agents will be forced to perform behaviors upon triggering specific events. These tasks are not easy to complete, as most of the tricks (for tricks they are!) required to perform them are not fully documented, particularly for agents behaviors.

In this tutorial we will delve into the intricate procedures of crowd management. By the end of these lessons you will be fully capable of creating customized crowd agents and controlling them using Kismet in UDK's visual scripting environment.

  1. Introduction and project overview 00:54

  2. Creating a package and assets for our crowd system 05:14

  3. Editing the level map to work with crowds 06:48

  4. Spawning the crowd with Kismet 08:20

  5. Equipping the agents with a gun 06:27

  6. Sending crowd agents on alternative paths 08:43

  7. Controlling the flow of crowds between destinations 09:21

  8. Editing the visual features of the Agent archetype 07:33

  9. Grouping a crowd made up of several Agent archetypes 09:06

  10. Editing the Agent AnimTree to perform a crowd behavior 09:47

  11. Setting up the crowd system to perform custom behaviors 09:13

  12. Fixing the issues arising with crowd behaviors 08:24

  13. Force obstacle checking and varying agent speed 08:10

  14. Killing crowd agents 08:06

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