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Post by tharindu on Sept 24, 2018 10:35:40 GMT
There's some mental issues involved in developing zoom in and zoom out. I'm trying to implement the same thing for the dialog system I'm making for the RPG pack. There are a few ways. 01. You basically take a point on the screen, scale around that point (usually 0,0) and then work on the scaled UI. Problem with the approach is when you scale around a pivot, the entire editor scales down, and the area you work on becomes very small. It's called clipping. So basically you can see nodes go out of the clipping area and disappear when you move towards the edge of the UI, because it's clipped now. As of now, there's not a single node editor that has a true solution to GUI clipping. Everybody has dodgy workarounds that work or don't . 02. You basically implement scaling from control to control, style to style , scale to scale, manually :| which seems like the approach amplify editor has gone for. I am sure invector has come up with the same problems themselves too, so when it comes to a zoom in and zoom out feature, I think the best answer right now would be to stay patient till they figure something out that's workable without breaking the product. It's an FSM editor after all, if you've got decent resolution you can dock it in an editor window and work with it like I do. The scrolling is good enough for most of my needs with the AI NodeCanvas has great zooming and they have a minimap in the corner. It works pretty darn good. I have only used it for a few things, but it might be something to learn from. I will take a look at their zoom. Thanks! Implementing a minimap is easy All you basically do is control what you show on the node editor based on a flag. For instance, in my case in the dialogue system, I choose not to show event related code on the node editor. I simply control what I want to render through a flag. But that doesn't really apply to invector's AI does it ? Because it already IS a minimap :D
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pioni
New vMember
Posts: 10
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Post by pioni on Sept 24, 2018 11:09:59 GMT
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Post by Invector on Sept 24, 2018 11:42:58 GMT
I am a bit disappointing by this template, the ai in some cases cannot see you. For eg. check the sniper scene, if you are going closer to Sniper AI, next to him, he cannot detect you anymore and so on. I found so many bugs like this one.. That's really sad to hear, but let's try work together to improve this template, just like we did with the Third Person A lot of times people are saying that the AI is blind, but actually in version 0.1 the FPS Controller didn't restart the scene when dead, so users are walking around dead in the scene and the AI will never identify you as a target if you're dead. On the Sniper scene, indeed we didn't create any behavior for a close-range combat, it was just an example to trigger an action, but I'm sure it's something simple to fix, we can add a new FSM verification to change the AI Behaviour when the target is close by. I'm looking forward to hearing your feedback, actually guys, we released this Beta version with this purpose, to hear from you guys what is working, what you're missing, what doesn't work... so we can improve. ps* we don't have plans to change the asset price anytime soon, so don't worry for now.
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dav
Full vMember
Posts: 56
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Post by dav on Sept 24, 2018 17:09:42 GMT
AI works great, even on a 0.1 Beta state, iss awesome all the things you can do almost without any efford. Just one thning, I can't make work the AI Spawner, I've tried all the different combinations (It has lots of parameters) and it doesn't spawn anything. Any idea on this? Thanks
One more thing, what code do I need to call the method from my script? I'm trying VAISpawn.StartSpawnAll but I don't find the exact sentence, all of the give me error.
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lhide
Junior vMember
Posts: 25
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Post by lhide on Oct 26, 2018 5:48:52 GMT
I'd like to vouch for the greatness of the AI template, it does so much for a beta release and works better than some of the other AI assets out there. So far most(if not all) complaints i've read here are user based, and not the asset's fault. That shows that the "dunning krueger effect" is true. People with no knowledge of what they are doing will almost never blame themselves for their mistakes, because they lack the knowledge to even know whats the right thing to do.
Anyways, keep up the great work you've been doing so far, Team Invector!
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Post by mightofficiel on Oct 26, 2018 20:02:24 GMT
100 % agree with lhide ! invector is love <3
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Post by mrquaid on Oct 27, 2018 22:13:00 GMT
Hi, question about changing behaviors, I see in the FSM you can switch but how is this best implemented for switching from ranged to melee? Right now, and maybe I missed something, but I have it so when a target gets close it switches to melee, however I think AI controller is trying to turn the shooter fsm back on so its stuck in that loop. Is there a way to disable the shooter ai or switch to melee one?
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sisay
New vMember
Posts: 1
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Post by sisay on Nov 11, 2018 13:52:11 GMT
I have a couple of questions regarding AI Template I would like to know answers to these questions before buying so I will be much obliged if you answer them:
1. I am making the top down shoter zombie game. Right now using AI NAV-Mesh Agent I have 60 FPS with 400 enemies on board. How much performance impact has your system comparing to AI NAV-Mesh Agent? 2. Can you change the type of attack? For example I would like to use projectile attack, jump attack and so on and not only run toward enemy and make physical attack. 3. Can you build specific behavious for enemies: for example the enemy is walking, when it spots the player it starts to run, when the player fire it dodges the attack, when it tires it stops in place, rests and reset the cycle of actions.
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Post by gamifytheworld on Dec 2, 2018 4:39:53 GMT
I see that the AI Template has been in beta for quite some time now. Any idea when it will be considered a production release? I have used it a bit, and I'm enjoying it a lot. Can you give us a hint on the planned road map?
Thanks as always!
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Post by drongophat on Dec 13, 2018 0:33:02 GMT
I have a couple of questions regarding AI Template I would like to know answers to these questions before buying so I will be much obliged if you answer them: 1. I am making the top down shoter zombie game. Right now using AI NAV-Mesh Agent I have 60 FPS with 400 enemies on board. How much performance impact has your system comparing to AI NAV-Mesh Agent? 2. Can you change the type of attack? For example I would like to use projectile attack, jump attack and so on and not only run toward enemy and make physical attack. 3. Can you build specific behavious for enemies: for example the enemy is walking, when it spots the player it starts to run, when the player fire it dodges the attack, when it tires it stops in place, rests and reset the cycle of actions.
I Think if you took some ideas out of the arena example, you should be able to have that amount of enemies, and just use a spawner for it, ive had up to that many enemies all shooters and found no drop in performance..
you can change most of the behaviors in little ways through the Event sections on each script in AI characters.
and for the dodge thing i think you could try maybe like, "on receive damage" and make changes within that moment, im sure you could get them to play an animation when you shoot them or hit them instead of just dying or something,
good luck! hopefully thats at least some help
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Post by cheesee09 on Dec 23, 2018 7:21:25 GMT
Hi is it possible to have multiple attack patterns for ai? For example when the ai health falls below 30 the ai will use the second attack pattern
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Post by Invector on Dec 24, 2018 14:20:57 GMT
Hi is it possible to have multiple attack patterns for ai? For example when the ai health falls below 30 the ai will use the second attack pattern Sure, just create a bool on your Animator Controller to switch between attack behaviors and enable that using the FSM when the health is lower than 30
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Post by shadex on Dec 25, 2018 17:04:41 GMT
Hi is it possible to have multiple attack patterns for ai? For example when the ai health falls below 30 the ai will use the second attack pattern Sure, just create a bool on your Animator Controller to switch between attack behaviors and enable that using the FSM when the health is lower than 30 Actually something cool i've discovered, if you pass the health to the animator as a variable (i went the % health route), you can use it as a condition for attacks, and at the same time use it for idle and movement in locomotion, to add in "wounded" states. It give a little more control then the bool.
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Post by Invector on Dec 26, 2018 13:46:47 GMT
Sure, just create a bool on your Animator Controller to switch between attack behaviors and enable that using the FSM when the health is lower than 30 Actually something cool i've discovered, if you pass the health to the animator as a variable (i went the % health route), you can use it as a condition for attacks, and at the same time use it for idle and movement in locomotion, to add in "wounded" states. It give a little more control then the bool. Yes! it's pretty useful, actually we do have plans to add this in the template (honestly I forgot to do that on this update )
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Post by Invector on Dec 28, 2018 16:43:28 GMT
Hey guys, just a head's up if you want to use the AI Template version 0.3 with the Third Person Template, you will need the latest update which is 2.4.0 for Basic & Melee and Shooter 1.3.0 which is not yet available in the AssetStore due to a delay on their part to approve the new updates, it should be available soon though.
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