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Post by BlackHorizonStudios on May 30, 2018 0:07:36 GMT
Hey everyone! I am the developer of Emerald AI. The official integration tutorial can be found here: Emerald AI Integration TutorialBeing on Google Drive, it allows the tutorial to be constantly updated when needed. If you have any questions or need any help, you can comment here or email me at: Support@BlackHorizonStudios.com
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ThePace
Junior vMember
Unity Noob
Posts: 45
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Post by ThePace on May 31, 2018 17:34:26 GMT
Hey buddy, loving your stuff. I have a sweet vr project going with your AI and now I'm working on my invector project with it too. AWESOME TIMES
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Post by xxscrumexx on Jun 7, 2018 19:00:38 GMT
First off loving your work. Easy to use and very robust. I do have one question though, and that is how to go about changing the model on the prefab AI characters. It seems that no matter what I do they don’t attach to the rigging points. They just end up falling through the floor with all the collider still there. I know I must be doing something wrong so any assistance would be awesome. Thanks again
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vxv
Junior vMember
Posts: 31
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Post by vxv on Jul 29, 2018 23:47:05 GMT
In 2018.2 there is this problem: "Assets/Plugins/Emerald AI 2.0/Scripts/Editor/PlayerHealthEditor.cs(71,25): error CS0143: The class `UnityEngine.AudioClip' has no constructors defined" 4 times
and Assets/Plugins/Emerald AI 2.0/Scripts/Editor/PlayerWeaponEditor3rdPerson.cs(90,28): error CS0143: The class `UnityEngine.AudioClip' has no constructors defined 3 times
any help please ?
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vxv
Junior vMember
Posts: 31
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Post by vxv on Jul 30, 2018 7:48:02 GMT
I solved this one with the HINT null you posted until you will solve it for 2018.2.
But after inserting the damage code as in your tutorial I have these errors: .....Emerald_AI.cs(2985,59): error CS0246: The type or namespace name `Invector' could not be found. Are you missing an assembly reference?
> I moved it in Addons, restart, then back in the root and did your tutorial and it dissapeared <<
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Also 2018.2 official + Invector gives some problems to Emerald (I just tested in a new blank project Emerald AI and it works as it should be):
So, in Invector I tested many scenes of emerald and they do not work correctly. For example in
I should have this behaviour "Press the 1 key to spawn a Companion AI. After you have done so, move around and watch the AI follow you around. If you go near the skeleton in the distane, your AI will attack it."
What I have it is a player who is slightly dragged up in the air and a companion doing nothing.
>> I made it work (for now).
For anyone who might encounter similar behaviour: Set you companion to enemy tag and layer + add yo the player another layer: enemy.
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lhide
Junior vMember
Posts: 25
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Post by lhide on Sept 6, 2018 9:50:03 GMT
Does this integration allows the AI to use invector's shooting weapons?
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Post by toharawk on Jan 26, 2019 22:37:23 GMT
In fact, the best integration tutorial. Thanks!!!
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Post by pauloxande26 on Feb 23, 2019 22:19:04 GMT
The new update make the integration stop the enemy actions, don1t attack anymore Do you now how to fix this
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Post by uberwiggett on Feb 25, 2019 5:01:27 GMT
The new update make the integration stop the enemy actions, don1t attack anymore Do you now how to fix this i think there were some script changes. The dev has released a new instructional vid on integration with the latest build
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Post by comangallc1 on May 21, 2019 5:50:13 GMT
I have followed the code exact & keep getting this error on emerald AI can someone please help before I have to reflect this issue on my review of emerald because I bought it to integrate on invector
using System.Collections; using System.Collections.Generic; using UnityEngine; using EmeraldAI.Example;
namespace EmeraldAI { //This script will automatically be added to player targets. You can customize the DamagePlayerStandard function //or create your own. Ensure that it will called within the SendPlayerDamage function. This allows users to customize //how player damage is received and applied without having to modify any main system scripts. The EmeraldComponent can //be used for added functionality such as only allowing blocking if the received AI is using the Melee Weapon Type. public class EmeraldAIPlayerDamage : MonoBehaviour { public void SendPlayerDamage(int DamageAmount, Transform Target, EmeraldAISystem EmeraldComponent) { //The standard damage function that sends damage to the Emerald AI demo player DamagePlayerStandard(DamageAmount);
//Sends damage to another function that will then send the damage to the RFPS player. //If you are using RFPS, you can uncomment this to allow Emerald Agents to damage your RFPS player. //DamageRFPS(DamageAmount, Target);
//DamageInvectorPlayer(DamageAmount, Target); }
void DamagePlayerStandard(int DamageAmount) { if (GetComponent<EmeraldAIPlayerHealth>() != null) { GetComponent<EmeraldAIPlayerHealth>().DamagePlayer(DamageAmount); } }
/* void DamageRFPS(int DamageAmount, Transform Target) { if (GetComponent<FPSPlayer>() != null) { GetComponent<FPSPlayer>().ApplyDamage((float)DamageAmount, Target, true); } } */
void DamageInvectorPlayer(int DamageAmount, Transform Target) { if (GetComponent<Invector.vCharacterController.vCharacter>()) { //Applies damage to Invector and allows its melee weapons to block incoming Emerald AI damage. if (GetComponent<Invector.vCharacterController.vMeleeCombatInput>().meleeManager != null) { var PlayerInput = GetComponent<Invector.vCharacterController.vMeleeCombatInput>(); var MeleeManager = GetComponent<Invector.vCharacterController.vMeleeCombatInput>().meleeManager;
if (PlayerInput.isBlocking) { var _Damage = new Invector.vDamage(DamageAmount); var DamageReduction = MeleeManager != null ? MeleeManager.GetDefenseRate() : 0; if (DamageReduction > 0) _Damage.ReduceDamage(DamageReduction); MeleeManager.OnDefense(); _Damage.reaction_id = MeleeManager.GetDefenseRecoilID(); _Damage.sender = Target; _Damage.hitPosition = Target.position; GetComponent<Invector.vCharacterController.vCharacter>().TakeDamage(_Damage); } else { var _Damage = new Invector.vDamage(DamageAmount); _Damage.sender = Target; _Damage.hitPosition = Target.position; GetComponent<Invector.vCharacterController.vCharacter>().TakeDamage(_Damage); } } //If no Melee Manager is found, cause unreduced damage. else { var _Damage = new Invector.vDamage(DamageAmount); _Damage.sender = Target; _Damage.hitPosition = Target.position; GetComponent<Invector.vCharacterController.vCharacter>().TakeDamage(_Damage); }
} } }
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Post by conairgames on Jun 27, 2019 18:49:02 GMT
Hey I am using Emerald AI and invector Shooter. I followed the tutriol and have the enemy working great... The only issue i have is with the flamethrower attack that Invector added. I can make it damage the invector enemy prefabs but not the Emerald AI i just created. i can shoot them but the particle effect does nothing. Can anyone help?
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Post by comangallc1 on Aug 1, 2019 5:52:13 GMT
My problem is that I can hit the AI & it can't hit or damage me. My biggest question is why not just have a downloadable script file for all of the integration that way its easier to implement without going back & forth because I have all the integration products I just can't get it to work & I followed the Tutorials
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Post by uberwiggett on Aug 1, 2019 7:46:44 GMT
The scripts require editing so it's not just download these scripts. Especially because it's only a partial edit abd you may have already edited your script for something else. If you've made the correct edits it should work, have you also set up the correct layers and so forth on the controller itself? When my rpg system is done i will look at how to extend damage to emerald ai as i plan on using it.
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Post by shockwavegamez01 on Aug 1, 2019 23:26:30 GMT
My problem is that I can hit the AI & it can't hit or damage me. My biggest question is why not just have a downloadable script file for all of the integration that way its easier to implement without going back & forth because I have all the integration products I just can't get it to work & I followed the Tutorials After you follow the Tutorials Then GOTO the top of the EmeraldAIPlayerDamage script FIND: //Sends damage to another function that will then send the damage to the RFPS player. //If you are using RFPS, you can uncomment this to allow Emerald Agents to damage your RFPS player. //DamageInvectorPlayer(DamageAmount, Target);
un comment the above part for invector player. DamageInvectorPlayer(DamageAmount, Target); This should allow the Emerald Character to damage Invector Player.
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Post by uberwiggett on Aug 2, 2019 0:20:06 GMT
Looking through on the script he posted above you can see that line commented simple mistake.
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