|
Post by theblackswordsman on Jan 24, 2018 9:04:31 GMT
Is there a way to constrain enemy AI to the same 2.5D path as your player character?
I tried to copy the 2.5D input script, paste the component onto the enemy AI and assign it to the path in the events tab. That didn't work. It just made the camera focus on the enemy AI instead of the Player.
Any suggestions as to how I might accomplish this?
Thank you.
|
|
|
Post by Invector on Jan 24, 2018 13:24:46 GMT
You can simple bake the navmesh using a resized plane that matches the path you want the AI to follow
|
|
|
Post by theblackswordsman on Jan 24, 2018 23:24:43 GMT
Thanks that makes sense. I’ll try it out. Thanks again
|
|
|
Post by komposite on Jan 25, 2018 1:10:01 GMT
That what I've done, and it's working perfectly ;)
|
|
|
Post by darknubis365 on Jan 29, 2018 18:35:55 GMT
Hey i am having some issues with my AI enemy.It seems to work how i want it except the first hit seems to do normal damage and the second time i get hit by my AI its like the 2nd hit is passive to my Player i can show an video maybe that will help explain whats going on and what i might need help with.Just let me know i'll provide a quick video
|
|
|
Post by komposite on Oct 16, 2018 8:27:08 GMT
Hey Darknubis !
Did you check that the correct trigger is enabled for the animation on the animation state ? Like that is not you left leg triggered when you're punching with your right fist. Play the game with your scene next to it, watch at your IA when it's punching you, and you will fix the bug with ease.
|
|
|
Post by komposite on Oct 16, 2018 8:31:37 GMT
Is there a way to constrain enemy AI to the same 2.5D path as your player character?
I tried to copy the 2.5D input script, paste the component onto the enemy AI and assign it to the path in the events tab. That didn't work. It just made the camera focus on the enemy AI instead of the Player.
Any suggestions as to how I might accomplish this?
Thank you. One way i've found to avoid baking a too small navmesh for the AI is to enable the freeze Z position, but that only work if you're making a linear level with no turn.
|
|