Price history
Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.
Lowest recorded standalone price in this history: $30. The latest store price is $30, matching the lowest recorded price shown here.
View 1 recorded price
| Sale start / price check | Price | Observation |
|---|---|---|
| $30 | Latest store price |
About Deathmatch AI Kit
- Tools, Systems & Learning > Game Templates & Systems
- Theme > Military & Combat
- Theme > Modern
The Deathmatch AI Kit includes a set of behavior tree tasks with one goal: eliminate all enemy targets. In order to accomplish this goal the agents will move in formations, take cover, determine the best weapon, and strategically attack the target. The Deathmatch AI Kit allows for team-based and free-for-all deathmatch games.
AI agents can handle advanced situations such as:
• Strategically attack the enemy
• Take cover and attack the enemy
• Work as a team to eliminate the enemy
• Create formations with other agents
• Respond to teammate backup requests
• Determine the best weapon
• Throw and evade grenades
• Use shootable or melee weapons
• Search for enemies, ammo, and health
• See and hear enemies
• Attack explosives near enemies
AI agents can be customized to your game by adjusting the task parameters and rearranging the tasks within the behaviour tree.
AI agents can handle advanced situations such as:
• Strategically attack the enemy
• Take cover and attack the enemy
• Work as a team to eliminate the enemy
• Create formations with other agents
• Respond to teammate backup requests
• Determine the best weapon
• Throw and evade grenades
• Use shootable or melee weapons
• Search for enemies, ammo, and health
• See and hear enemies
• Attack explosives near enemies
AI agents can be customized to your game by adjusting the task parameters and rearranging the tasks within the behaviour tree.