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Post by ammarofficial11 on Jul 25, 2019 18:20:21 GMT
Hi guys, Ammar here, Kind of need some help here. Appreciate if you guys can share some thoughts on this. As per my video, when player hit enemy from the front, everything was smooth and okay. but when I hit enemy from side/back, during knockback animation still playing, enemy auto rotate to face the player due to AI detection system. looks weird and not smooth at all. This issues only happen when I set AI to "Idle/Chase/PatrolWaypoints/PatrolSubwaypoints" with uncheck "passive to damage". btw, Issues will not happen when turn off AI detection and movement. (set enemy to "Idle" and checked "Passive to damage"). *I already crosschecked all of my knockback animations setting and its all okay when AI detection disable. Any chance in how to fix this?
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Post by Invector on Jul 29, 2019 17:37:52 GMT
That's a pretty cool result you achieved Ammar!
To lock the rotation you could use the tag "CustomAction" in your getting up animation. For the next update, we will include a tag to LockMovement and another to LockRotation ;)
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Post by ammarofficial11 on Aug 1, 2019 0:04:03 GMT
Thanks a lot sir, been doing great so far with your great asset.
I've added both "LockMovement" and "CustomAction" in each knockback animations including getting up, problem still occurred. Kind of weird. Hmmm, what do I missing?
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Post by Invector on Aug 2, 2019 18:28:45 GMT
Hmm you're using the Simple Melee AI, this doesn't work for this AI. You will need to do some changes, let's try this... go to v_AIAnimator, find the void OnAnimatorMove and add this:
actions = baseLayerInfo.IsTag("CustomAction") || lockMovement;
Now press F12 in the actions and change from this: public bool actions { get { return lockMovement || isRolling; } }
to this: public bool actions;
Give a try
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Post by ammarofficial11 on Aug 6, 2019 15:38:34 GMT
with FSM this issues solved? I do have planned to buy it someday man, right now i'm really low on cash, the currency exchange hit me hard too. LOL
btw, any specific line? or 1st line after OnAnimatorMove? If 1st line, issues still happen sir.
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Post by Invector on Aug 6, 2019 17:00:42 GMT
The FSM AI already supports our vAnimatorTag which is much more efficient than the animator.IsTag.
Yes it's the first line, and don't forget to add the Tag in your animation state, it's the default tag and not our vAnimatorTag behavior
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