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Post by mikekknd on Sept 2, 2022 4:22:56 GMT
The AI tried to go through the wall directly instead of going around (moving to the blue point). The detection obstacle layer is set to default and the wall's layer is set to default. Is this a pathfinding bug or do I need to setup something extra? Also is it possible to integrate Invector with A* pathfinding?
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Post by colpolstudios on Sept 2, 2022 8:47:49 GMT
Try using the prefab cover it might help to solve the issue.
If you are using FSM behaviour controller the AI will be using line of sight and if I remember correctly You need to use the layer "ignore raycast" on the mesh.
So the player can actually hide from the enemy.
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Post by mikekknd on Sept 2, 2022 12:36:29 GMT
I just find out the problem. I added the NavMeshLink Component for player to jump over the box with the cover add-on. The AI seems not able to get over it and walk right into the wall.
Is it possible for the AI to jump over the box as well?
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Post by colpolstudios on Sept 3, 2022 21:51:56 GMT
The AI should not be able to walk into the wall, if you take a look at the prefab cover there is an option currently turned off Nav mesh obstacle. I think this should be enabled so that the nav mesh will carve an area around your wall. stopping the AI from walking right into your wall.
As for the ability of the AI to jump it's possible, there is a demo scene and the AI jump though it's been a while so I could be wrong.
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Post by hazara on Dec 21, 2022 7:52:09 GMT
Hi The enemy has a problem with the cover system that is in the package. I tried and I could not solve the problem. The problem is that when the game starts, if the player is far from the field of vision. Enemies move to point 0.0.0 and shoot at something that doesn't exist
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