
When set higher, it can ensure the AI doesn't, say, drive a sports car onto an offroading trail. Bumpiness, road damage, surface material, grade, etc. Drivability is a rough, creator-set appraisal for how tough a road is to drive. C/O Drivability: The minimum drivability that a road must possess for the AI to consider using it for a route.If off, the AI will prefer the center of the road, and will take more of a racing line through corners. In Lane: If on, tells the AI to drive exclusively on one side of the road.Speed, cornering speed, acceleration, etcetera, are limited or exaggerated by this setting. Risk: Determines the, well, risks that the AI takes.Stopping: Basically the same as disabled, but before turning off any AI input, it will ensure that the vehicle is stopped.Vehicle will flee from the other vehicle, or the vehicle listed in the ' Vehicle' field. Flee: Same as chase, just the opposite.In the event that there are more than two vehicles, the vehicle will pursue the vehicle listed in the ' Vehicle' field. Chase: The vehicle will pursue other vehicles.The waypoint is defined by the entry in the ' Target' field. Manual: The vehicle will travel toward a pre-selected, fixed waypoint.Like random, but has more variety in its path. However, the vehicle will tend to travel toward areas it hasn't before.



Usually used for a basic traffic simulation. Random: The vehicle will travel randomly to any given AI-pathed location.The vehicle will not do anything without player input. AI Mode: The mode that the AI is set to.
