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Post by darknubis365 on Jan 31, 2018 7:17:33 GMT
I have a quick question about this would it be possible to use the wizard to create basic npc that walks in area with the way point component?
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Post by Invector on Jan 31, 2018 12:43:18 GMT
The Basic package doesn't come with AI, only the Melee or Shooter
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Post by darknubis365 on Jan 31, 2018 17:04:45 GMT
The Basic package doesn't come with AI, only the Melee or Shooter So not possible to do what i want then?Make an AI thats friendly if i make an melee AI it attacks.I guess would be something to add if you guys haven't already i like the waypoint system alot
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Post by Invector on Jan 31, 2018 19:41:58 GMT
Sure definitely possible to create a CompanionAI that follows you and hit Enemies AI but you need the MeleeCombat or Shooter Template to do so
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Post by darknubis365 on Jan 31, 2018 19:50:33 GMT
I have that but i mean like say villagers in a town just walking around the scene
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Post by G 4 greatness on Jan 31, 2018 22:10:46 GMT
I have that but i mean like say villagers in a town just walking around the scene you mean non combat based NPCs a.k.a civilians I some how thought it was easy to implement using invector's waypoint and pathfinding system but here is the tricky part the npc can either be a battle companion or a enemy ai thats all . But you can integrate with other stuff. im sure also using the trigger action componet you can set up animations but in my head a system for basic civilians (waypoint) can be created
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Post by darknubis365 on Feb 1, 2018 4:06:35 GMT
I have that but i mean like say villagers in a town just walking around the scene you mean non combat based NPCs a.k.a civilians I some how thought it was easy to implement using invector's waypoint and pathfinding system but here is the tricky part the npc can either be a battle companion or a enemy ai thats all . But you can integrate with other stuff. im sure also using the trigger action componet you can set up animations but in my head a system for basic civilians (waypoint) can be created Yea that's exactly what i were thinking in my head as well but probably best to use another asset for that then
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Post by tharindu on Feb 1, 2018 4:19:37 GMT
you mean non combat based NPCs a.k.a civilians I some how thought it was easy to implement using invector's waypoint and pathfinding system but here is the tricky part the npc can either be a battle companion or a enemy ai thats all . But you can integrate with other stuff. im sure also using the trigger action componet you can set up animations but in my head a system for basic civilians (waypoint) can be created Yea that's exactly what i were thinking in my head as well but probably best to use another asset for that then I would try setting the "Tags to Detect" to blank. That should just make the AI ignore you and just go about its way points. But their will still be a minor hit on performance as the routine to detect objects with tags will still be running. But that's got nothing to do with invector. For crowds I think it's better to look at stand alone AI assets or crowd simulation assets. There was a good one, I can't remember the name unfortunately :(
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Post by uberwiggett on Feb 1, 2018 6:06:07 GMT
Yep can confirm you can clear the search tags for enemy ai and make them placid, however if you attack them they will fight you (or anyone that attacks them)
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Post by darknubis365 on Feb 1, 2018 6:37:55 GMT
Lol i figured that would be the case i assumed it would walk around but just as stated i figured it would try attacking also thanks guys i'll try to find another asset for this then
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Post by Invector on Feb 1, 2018 15:30:26 GMT
I wouldn't mess around too much with the current AI, the next version is coming soon and it will be awesome
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Post by darknubis365 on Feb 1, 2018 21:31:26 GMT
I wouldn't mess around too much with the current AI, the next version is coming soon and it will be awesome Sounds good this one acts a bit weird for me sometimes but i cant wait for the update then =)
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Post by jrackley on Feb 2, 2018 12:32:06 GMT
I wouldn't mess around too much with the current AI, the next version is coming soon and it will be awesome Awesome news! Really looking forward to the new AI, please tell me it will have random wander range built in as well.
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Post by darknubis365 on Feb 7, 2018 11:38:49 GMT
Yep can confirm you can clear the search tags for enemy ai and make them placid, however if you attack them they will fight you (or anyone that attacks them) I actually got this to work without attacking somehow I started with the wizard to make an AI. I made the NPC sphere size 0 because when running behind the NPC you would get collision so i reduced this down to size.I left the Layer as Enemy and the Tag as Untagged hopefully this helps someone out but i think i can do what i wanted to do using this method i got my npc to walk the path in my village..
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Post by uberwiggett on Feb 8, 2018 5:27:13 GMT
Well by setting it to 0 you've effectively cut off its ability to sense anything. If you were colliding with the sphere sensor object you need to check the sensor objects layer and physics settings to see if something is wrong because it should just be a trigger. Otherwise you may have dropped the nav agent colldier which reads damage from attacks too. Anyway at least you got it working! But just check the layers in case you put in an enemy ai and it suffers.
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