WyattDerps Dynamic AI System

by wyattderp

Contributors

wyattderp

1.0.0

Encounter Areas
Encounters are now driven by a placed Area enclosure. The Area owns the spawn and despawn radius, the QRF request threshold, and the encounter clear condition. Drop an Area into the world, nest your AI slots and response sources inside it, and the Area handles the rest. Multiple original AI slots can share one encounter.
Structural hierarchy
All source discovery is now based on real World Editor nesting. AI slots, QRF sources, Last Stand sources, vehicle spawns, and waypoint slots are placed as children of the owning entity — no name conventions, no proximity searches, no linked fields to maintain.
Waypoint Slots
Routes are now placed as child WDDA_WaypointSlot entities under the owning AI slot. Each slot holds a single picked AIWaypoint prefab and spawns it at its placed transform. Routes are sorted by entity name and support a terminal Cycle waypoint. QRF and Last Stand sources can optionally take a waypoint route of their own — useful for vehicle boarding before responding.
Last Stand
A dedicated Last Stand source can be nested under a QRF source. QRF automatically escalates to it after its final wave drops below a configurable remaining-percent threshold. Last Stand behaves identically to a QRF source but does not escalate further.
External Addon Support
QRF sources have an optional External Addon Support mode. When enabled, WDDA stages structurally owned child vehicle sources and skips spawning its own reinforcement AI — leaving the response behavior to a self-contained support addon. No hard dependency on the addon required.
Suspend and resume
Encounters suspend when players leave the despawn radius with defenders still alive. Force strength is remembered per slot and per QRF/Last Stand wave. When players return, the surviving force is respawned at the remembered count. QRF and Last Stand sources suspend and resume alongside the owning Area.
Workbench previews
All five component types now show persistent preview shapes in the World Editor that survive deselection — spawn/despawn spheres on the Area, spawn cylinders on AI slots and response sources, vehicle spacing on vehicle spawns, and completion radius on waypoint slots.
Editor cleanup
Options are organized into categories. Cooldown Minutes removed — repeat behavior is driven by the encounter clear and respawn flow, not a timer.
Game Version
1.7.0.41
Created
Thu, 04 Jun 2026 01:15:35 GMT
Last Modified
Thu, 04 Jun 2026 01:15:39 GMT

0.0.5

Reworked encounter authoring around a structural Area / Layer / Slot workflow.

Added WDDA_AISlot as the normal original AI spawn source.

Added WDDA_WaypointSlot for route building without editing base game waypoint prefabs.

Added structural QRF and Last Stand setup: place WDDA_QRFSpawn and optional WDDA_LastStandSpawn under the encounter Area/layer.

Removed old name-link setup fields such as QRF source names, vehicle source names, Last Stand source names, and waypoint layer names.

Vehicle/support sources are now nested under the AI, QRF, or Last Stand source that owns them.

Last Stand is now enabled by placing/enabling a WDDA_LastStandSpawn; there is no separate QRF-side Last Stand enable toggle.
Game Version
1.7.0.41
Created
Tue, 02 Jun 2026 19:41:45 GMT
Last Modified
Tue, 02 Jun 2026 19:41:50 GMT

0.0.3

Major change:
Added a shim to support DarcChopper as QRF or Last Stand options. DarcChopper then takes control of that AI.
Game Version
1.7.0.41
Created
Sun, 31 May 2026 13:55:37 GMT
Last Modified
Sun, 31 May 2026 13:55:42 GMT

0.0.2

Game Version
1.7.0.41
Created
Sun, 31 May 2026 01:24:24 GMT
Last Modified
Sun, 31 May 2026 01:24:33 GMT

0.0.1

Game Version
1.7.0.41
Created
Fri, 29 May 2026 15:24:56 GMT
Last Modified
Fri, 29 May 2026 15:25:00 GMT

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