Emerald AI Wiki
  • Home
  • Getting Started
    • Included Demo Scenes
      • Shooter AI Demo
      • Melee Combat Demo
      • Ranged Combat Demo
      • Summoning AI Demo
      • Healing Demo
      • Patrolling Demo
      • Inverse Kinematics Demo
      • Ragdoll Demo
      • Grenade Demo
      • Footsteps Demo
      • Random Waypoints Demo
      • Dynamic Wandering Demo
      • Health Bar Demo
      • Alignment Demo
      • Explosion Damage Demo
      • Sound Detection Demo
      • Fleeing Demo
      • Mouse Movement Demo
      • Companion Demo
      • Equippable Weapon Demo
      • Optimization Demo
      • Working Villager Demo
      • Debugging Demo Scene
    • Getting Started
    • Baking NavMesh
    • Setting up a Player with Emerald AI
    • Upgrading to URP and HDRP
    • Difference Between Emerald AI 3.0 and Emerald AI 2025
  • Help
    • Solutions to Possible Issues
    • Using the Wiki Search Tool
    • Release Notes
    • Support
  • Emerald Components (Required)
    • Animation Component
      • Creating an Animation Profile
      • Opening the Animation Viewer
    • Behaviors Component
      • Creating an Aggressive AI
      • Creating a Companion AI
      • Creating a Cautious AI
      • Creating a Coward AI
      • Creating a Passive AI
      • Creating a Pet AI
      • Creating Custom AI Behaviors
    • Combat Component
      • Assigning Combat Actions
      • Assigning Attack Transforms
      • Assigning Ability Objects
      • Weapon Type Amounts
    • Detection Component
      • Applying a Head Transform
      • Setting up the Detection Layers and Player Tag
      • Faction Relations
    • Movement Component
      • Using the Align AI Settings
      • Using the Dynamic Wander Type
      • Using the Waypoints Wander Type
      • Using the Stationary Wander Type
      • Using the Destination Wander Type
    • Health Component
      • Setting up an AI's Health
      • Setting up an AI's Hit Effects
    • Sounds Component
      • Creating an AI's Sound Profile
  • Emerald Components (Optional)
    • Adding and Removing Optional Components
    • Cover Component
      • Applying the Cover Component
      • Setting up the Cover Component
      • Setting up Cover Nodes
    • Debugger Component
      • Applying the Debugger Component
      • Drawing an AI's Path
      • Drawing an AI's Destination
      • Drawing an AI's Line of Sight
      • Drawing an AI's Undetected Targets Line
      • Debug Log Targets
      • Debug Log Current Obstruction
    • Decal Component
      • Applying the Decals Component
      • Setting up the Decals Component
    • Events Component
      • Applying the Events Component
      • Creating an Event Through the Editor
      • Creating an Event Through Code
    • Footsteps Component
      • Applying the Footsteps Component
      • Setting up the Footsteps Component
    • Inverse Kinematics Component
      • Applying the IK Component
      • Creating an Animation Rig and Multi-Aim Constraint
      • More Info on the Animation Rigging Package
    • Items Component
      • Applying the Items Component
      • Creating Equippable Weapons
    • Location Based Damage Component
      • Applying the LBD Component
      • Assigning Colliders to the LBD Component
      • Damaging the LBD Component
    • Optimization Component
      • Applying the Optimization Component
      • Setting up the Optimization Component
    • Sound Detector Component
      • Applying the Sound Detector Component
      • Understanding the Sound Detector Settings
      • Using an Attract Modifier
    • Target Position Modifier Component
      • Setting up the TPM Component on an AI
      • Setting up the TPM Component on a Player
    • UI Component
      • Applying the UI Component
      • Setting up the UI Component
    • Weapon Collision Component
      • Applying the Weapon Collision Component
      • Setting up the Weapon Collision Component
  • API
    • Accessing the EmeraldAPI Script
    • Available API
      • Movement API
      • Combat API
      • Faction API
      • Sound API
      • Animation API
      • UI API
      • Detection API
      • Behaviors API
      • Health API
      • Items API
    • Damaging an AI
    • Damaging a Custom Character Controller
    • Using the Built-in Object Pooling
  • Emerald Profiles & Objects
    • Ability Object
      • Bullet Projectile Ability
      • Grenade Ability
      • General Projectile Ability
      • Ground Projectile Ability
      • Aerial Projectile Ability
      • Arrow Projectile Ability
      • Melee Ability
      • Teleport Ability
      • Summon Ability
      • Healing Ability
      • Area of Effect Ability
      • The Collider Module
      • The Damage Module
    • Combat Action Object
      • Blocking Combat Action
      • Dodge Combat Action
      • Strafe Combat Action
      • Random Movement Combat Action
      • Switch Target Combat Action
      • Creating Custom Combat Actions Through Code
    • Reaction Object
      • Creating a Reaction Object
      • Included Reaction Objects
    • Animation Profile
      • Creating an Animator Controller
      • Applying Animations
      • Regenerate Animator Controllers
      • Copying Animation Profiles
    • Sound Profile
      • Creating an AI's Sound Profile
      • Setting up Footstep Sounds
      • Setting up Attack Sounds
      • Setting up Warning Sounds
      • Setting up Death Sounds
    • Waypoint Profile
    • Footstep Surface Object
      • Creating a new Footstep Surface Object
      • Setting up a Footstep Surface Object
  • Emerald Managers
    • Setup Manager
      • Setting up an AI with the Setup Manager
    • AI Duplicator Manager
      • Duplicating an AI
    • Animation Viewer Manager
      • Opening the Animation Viewer
      • Previewing Animations
      • Creating and Applying Animation Events
      • Creating Attack Animation Events
    • Faction Manager
      • Modifying Factions Through the Faction Manager
    • Combat Text Manager
      • Adjusting the Combat Text Settings
      • Accessing the Combat Text System Through Code
  • Integrations
    • Integrations
      • Final IK
      • Invector
      • FPS Engine
      • Dialogue System
      • Quest Machine
      • Love/Hate
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On this page
  • Trigger Ability
  • Kill AI
  • Reset AI
  • Get Distance From Target
  • Get Combat Target
  • Set Combat Target
  • Override Combat Target
  • Flee From Target
  • Search For Closest Target
  • Search For Random Target
  • Get Last Attacker

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  1. API
  2. Available API

Combat API

Trigger Ability

Overrides the AI's current ability and attack distance so the ability can be used when called (given within distance).

Important: The AI's attack animation index (from an AI's Animation Profile's Attack List) is required. If the attack animation index does not exist within the AI's Attack List, there will be an error.

EmeraldAPI.Combat.TriggerAbility(EmeraldSystem EmeraldComponent, EmeraldAbilityObject AbilityObject, int AttackDistance, int AttackAnimationIndex)
//Example - It is recomended that EmeraldComponent is cached somewhere
EmeraldSystem EmeraldComponent = GetComponent<EmeraldSystem>();
EmeraldAPI.Combat.TriggerAbility(EmeraldComponent, DesiredAbilityObject, DesiredAttackDistance, AttackAnimationIndex);

Kill AI

Instantly kills this AI.

EmeraldAPI.Combat.KillAI(EmeraldSystem EmeraldComponent)
//Example - It is recomended that EmeraldComponent is cached somewhere
EmeraldSystem EmeraldComponent = GetComponent<EmeraldSystem>();
EmeraldAPI.Combat.KillAI(EmeraldComponent);

Reset AI

Resets the AI so it can be reused (can also be used for custom mechanics such as reviving).

Note: This is automatically called when an AI is killed and then re-enabled.

EmeraldAPI.Combat.ResetAI(EmeraldSystem EmeraldComponent)
//Example - It is recomended that EmeraldComponent is cached somewhere
EmeraldSystem EmeraldComponent = GetComponent<EmeraldSystem>();
EmeraldAPI.Combat.ResetAI(EmeraldComponent);

Get Distance From Target

Returns the current distance between the AI and their current combat target (Returns -1 if the Combat Target is null).

EmeraldAPI.Combat.GetDistanceFromTarget(EmeraldSystem EmeraldComponent)
//Example - It is recomended that EmeraldComponent is cached somewhere
EmeraldSystem EmeraldComponent = GetComponent<EmeraldSystem>();
EmeraldAPI.Combat.GetDistanceFromTarget(EmeraldComponent);

Get Combat Target

Returns the AI's combat target.

EmeraldAPI.Combat.GetCombatTarget(EmeraldSystem EmeraldComponent)
//Example - It is recomended that EmeraldComponent is cached somewhere
EmeraldSystem EmeraldComponent = GetComponent<EmeraldSystem>();
EmeraldAPI.Combat.GetCombatTarget(EmeraldComponent);

Set Combat Target

Assigns a specified combat target for your AI to attack within the AI's Detection Radius. Note: Targets outside of an AI's Detection Radius will be ignored. If you want no distance limitations, use OverrideCombatTarget(Transform Target).

EmeraldAPI.Combat.SetCombatTarget(EmeraldSystem EmeraldComponent, Transform Target)
//Example - It is recomended that EmeraldComponent is cached somewhere
EmeraldSystem EmeraldComponent = GetComponent<EmeraldSystem>();
EmeraldAPI.Combat.SetCombatTarget(EmeraldComponent, YourTargetTransform);

Override Combat Target

Assigns a specified combat target for your AI to attack ignoring any distance limitations. If the target is not within attacking range, the AI will move to the target's position and attack based on its attack distance, even if it is outside of its detection radius.

EmeraldAPI.Combat.OverrideCombatTarget(EmeraldSystem EmeraldComponent, Transform Target)
//Example - It is recomended that EmeraldComponent is cached somewhere
EmeraldSystem EmeraldComponent = GetComponent<EmeraldSystem>();
EmeraldAPI.Combat.OverrideCombatTarget(EmeraldComponent, YourTargetTransform);

Flee From Target

Makes an AI flee from the specified target by switching their behavior to Coward. The AI will remain with the Coward until it is reset manually.

EmeraldAPI.Combat.FleeFromTarget(EmeraldSystem EmeraldComponent, Transform Target)
//Example - It is recomended that EmeraldComponent is cached somewhere
EmeraldSystem EmeraldComponent = GetComponent<EmeraldSystem>();
EmeraldAPI.Combat.FleeFromTarget(EmeraldComponent, YourTargetTransform);

Search For Closest Target

Searches for a new target within the AI's Detection Radius closest to the AI.

EmeraldAPI.Combat.SearchForClosestTarget(EmeraldSystem EmeraldComponent, Transform Target)
//Example - It is recomended that EmeraldComponent is cached somewhere
EmeraldSystem EmeraldComponent = GetComponent<EmeraldSystem>();
EmeraldAPI.Combat.SearchForClosestTarget(EmeraldComponent);

Search For Random Target

Searches for a new random target within the AI's Detection Radius.

EmeraldAPI.Combat.SearchForRandomTarget(EmeraldSystem EmeraldComponent, Transform Target)
//Example - It is recomended that EmeraldComponent is cached somewhere
EmeraldSystem EmeraldComponent = GetComponent<EmeraldSystem>();
EmeraldAPI.Combat.SearchForRandomTarget(EmeraldComponent);

Get Last Attacker

Returns the transform that last attacked the AI.

EmeraldAPI.Combat.GetLastAttacker(EmeraldSystem EmeraldComponent, Transform Target)
//Example - It is recomended that EmeraldComponent is cached somewhere
EmeraldSystem EmeraldComponent = GetComponent<EmeraldSystem>();
EmeraldAPI.Combat.GetLastAttacker(EmeraldComponent);

Last updated 9 months ago

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