				CUSTOM ACTION GRAPHS v1 by Michael Chimella
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You are free to use these ActionGraphs in your own Mods without permission but must include this QuickGuide and the jpeg unaltered in this folder, so that others can borrow them from your Mod too.


Installation:
Just put the ActionGraphs in MyMod/Game/Libs/ActionGraphs folder
Once you have loaded you mod in the Editor they will be available in the AIExecute node.



CUSTOM PATROLS
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These are all set to looping by default unless otherwise named
Allows quicker method to set up patrols and more reliable where navigation is difficult and complex

Howto use:
Drop a leader on the map and followers, give all same unique id
AI-AIPath and mark out the path for the leader to follow
Make sure the first and last points of the path are near the leader (since Startnearest has some issues when looping)
In it's properties make Road False and set PathNavType to Waypoint Human
Closed MUST BE False (Since True also causes problems when looping)
Set up a Flow Graph as image pathleader patrols.jpg
Each Action has 8 optional pathnames associated with it.
Only use each pathname once in any map.
For example pathleader_row2_walk has pathleader_row2_walk1, pathleader_row2_walk2, .... pathleader_row2_walk8
So for your first patrol using this Action change the AIPath name to pathleader_row2_walk1 and
Input 1 into the ObjectId of the AIExecute node (see jpeg), I use the Math:Random node here
simply to ensure an integer is input

Press AI/Physics to test
Note Reloading Scripts tends to make Flow Graphs not work, you would need to reload the editor and map if the Patrol stops functioning


Action Descriptions:
row2 - 2 followers maximum walk either side of the leader
wedge - actually walk in line when done on a path


























