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Post by jawgearz on Aug 29, 2018 19:57:56 GMT
Thank you sir
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Post by tharindu on Aug 29, 2018 20:09:17 GMT
Yes exactly the response I was expecting well done sir my attitude only got bad when the assumption was made that I didn't understand how things work and didn't do my homework. Maybe go back and read from the beginning. All that the developers had to say from the beginning Is the shooter ai can't damage anything using the same tag they are problem solve. Woah easy there xD I Wasn't being sarcastic or anything may be the word "obvious" was what fired you up but let me explain what was running in my head. Breaking up factions by tags was how I always worked with the Ai because the old ai could attack each other.The old ai being able to attack each other was something I raised as a bug long time back, because the moment an enemy gets in the way of another while the first was slashing its sword at me, the one covering in front would turn around and start bashing the other guy. No way in hell I thought it was a feature xD In any case, personally for me to orchestrate gang fights or faction behavior the only resolution was to break up the factions by tag and set the damage tags appropriately. Hence why I used the term obvious. Wasn't intended to put you down or anything.
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Post by Yort_Draeb on Aug 29, 2018 20:10:59 GMT
Woah easy there xD I Wasn't being sarcastic or anything may be the word "obvious" was what fired you up but let me explain what was running in my head. Breaking up factions by tags because that's how I always worked with the Ai because the old ai could attack each other.The old ai being able to attack each other was something I raised long time back thinking it was a bug, because the moment an enemy gets in the way of another while it was slashing its sword at me, the one covering me would turn around and start bashing the other guy. No way in hell I thought it was a feature xD In any case, personally for me to orchestrate gang fights or faction behavior the only resolution was to break up the factions by tag and set the damage tags appropriately. Hence why I used the term obvious. Wasn't intended to put you down or anything. tharindu also has a great youtube channel and amazing series you should check out
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Post by tharindu on Aug 29, 2018 20:13:57 GMT
I assume this was something with applying damage in the old ai. I think it worked in a way such that if an ai received damaged, the source that dealt the damage would become the new target to fight, irrespective of layer or tag . Didn't bother to figure it out since I with dividing up the factions by tags.
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Post by jawgearz on Aug 29, 2018 20:23:29 GMT
Yes it was words like obvious, console screaming at you, my friend invector has a tutorial and etc that was irritating me but thank you for the clarification. No hard feelings I just got a little butt hurt and frustrated by the lack of info and what seemed to me as condescending remarks.
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Post by tharindu on Aug 29, 2018 20:25:30 GMT
LOL I figured. All good here.
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Post by sjl on Aug 30, 2018 9:35:34 GMT
Yes it was words like obvious, console screaming at you, my friend invector has a tutorial and etc that was irritating me but thank you for the clarification. No hard feelings I just got a little butt hurt and frustrated by the lack of info and what seemed to me as condescending remarks. I do apologize for you taking offence to me SIMPLY TRYING TO HELP YOU and get you going in the right direction... Further more if you have frustration with me hit me up in the private msg...instead of venting your frustration on the main pages... Also my remarks were not condescending by any means nor had any intentions of that nature... So instead of calling you "my friend" as we all are and should be on this forum I will call you directly by your screen name... Again I do apologize for you miss taking my attempt to help you with your situation... Do have a great day/night where ever it is you live and all the best with your game...
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Post by mightofficiel on Aug 30, 2018 11:50:17 GMT
oof , cmon guys , like you said sjl we're all friend here ! do not fight each other between you two ):
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Post by sjl on Aug 30, 2018 12:23:41 GMT
oof , cmon guys , like you said sjl we're all friend here ! do not fight each other between you two ): no fighting here with me except with UNITY to cooperate and do as its told lol I do understand how alot of this stuff can be VERY FRUSTRATING especially if hours are spent trying to get the desired results... so instead of arguing I just apologize for where my words and intenions that were misunderstood and give the opportunity for those to who my misunderstood my words or intent of my words to privately vent in private message and resolve the misunderstanding with out cluttering up the main pages with frustrated posts making it easier to get a response to a person's issue easier and quicker. That's all so by no means am II going to fight with any one here because in my opinion we are all here to help each other especially through the times of UNITY BUG FRUSTRATION and find a solution TOGETHER. I look at this situation as a learning experience to try to better choose and type my words so my intentions are better known and understood.
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Post by jawgearz on Aug 30, 2018 13:47:48 GMT
All good and thank you
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nick62
Junior vMember
Posts: 33
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Post by nick62 on Aug 31, 2018 10:20:44 GMT
Hallo! We are currently searching for AI for our project. Can anybody say, what are the advantages of Invector "AI Template" compared to Opsive "Behavior Designer"? What is the main difference between them?
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Post by tharindu on Aug 31, 2018 13:28:12 GMT
Hallo! We are currently searching for AI for our project. Can anybody say, what are the advantages of Invector "AI Template" compared to Opsive "Behavior Designer"? What is the main difference between them?
If you ask me, you can't honestly compare the two. They have completely different approach. Behaviour Designer is a behaviour tree based solution. Invector AI is an Finite State Machine driven AI system. In truth when it comes to implementing AI using either of them, there's not much difference, in that you have to implement your AI using existing actions and decisions, or custom actions. Where the approach differs is when you look at how the decisions are evaluated. The behaviour trees by definition are tree structures that start evaluating a decision at a root node and go down multiple branches that are called selectors, decorators and sequences finally arriving at leaf nodes to execute a decision. Finite state machines on the other hand rely on moving the AI through different states based on conditions; for example an AI will go from happy state to sad state when hungry == true and in the hungry state he will execute the 'eat' action. The FSM evaluates if food == completely eaten , and if the answer is yes, the AI will move from sad state to happy state etc. Just like behavior trees, you can create FSMs, and apply them to different AI to get the same behavior. For instance, the sad to happy states when food is available applies to humans and animals both :D ( I hope lol) I don't know behavior designer well enough to compare the two extensively , but I have dabbled in the Invector AI "A LOT" and I find it super easy to setup creatures and humanoids. There's some prebuilt FSMs to get you started as well. The damage API is super easy to work out of the box with any other controller.
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Post by Invector on Sept 12, 2018 20:19:39 GMT
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Post by Invector on Sept 12, 2018 22:21:44 GMT
Also coming soon... Stealth Kill Add-on and it's... FREE * Required Third Person Basic Locomotion v2.3.3 * Required AI Template v0.2
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Post by tharindu on Sept 13, 2018 7:36:26 GMT
New skin for the FSM Node Editor coming soon in the next update If you don't like it, you can customize the colors of everything to match your taste Also we add the option to Mute a transition, it's very useful to test different transition and behaviors without the need to delete that transition. Nice touch! I learned to add stuff to the preferences window only a couple of days back. This is super extensive! Btw, something pretty cool would be if you guys could define a set of predefined color settings and allow choosing them from a dropdown menu too. I've been trying to get that going for the dialog system
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