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Post by dreamwalker on Dec 28, 2018 16:53:09 GMT
Hey guys, just a head's up if you want to use the AI Template version 0.3 with the Third Person Template, you will need the latest update which is 2.4.0 for Basic & Melee and Shooter 1.3.0 which is not yet available in the AssetStore due to a delay on their part to approve the new updates, it should be available soon though. Wish you would of said that sooner before my project was wrecked
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Post by narrenschlag on Dec 28, 2018 18:35:20 GMT
Is there a possibility to add factions? Some guys hate each other an some like each other?
That's the only reason i didnt already buy it.
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Post by songbird on Dec 29, 2018 11:03:21 GMT
Is there a possibility to add factions? Some guys hate each other an some like each other? That's the only reason i didnt already buy it. Hey narrenschlag! Yes you can easily make factions by assigning tags to npcs and what they can detect as hostile. There is a really neat demo scene in the package called Arena that demonstrates this function. You can see where to do this on the component at around 1:10 in this video: Using Layers and Tags is an integral part of Invector products! Goodluck in your decision! - Pierry
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Post by narrenschlag on Jan 4, 2019 21:44:56 GMT
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Post by cheesee09 on Jan 28, 2019 9:58:46 GMT
Hi does the ai FSM have a behavior tree? I'm building a sequential boss ai for my project and the FSM editor don't have an option like go to player position while playing jump attack animation
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Post by cheesee09 on Jan 28, 2019 13:54:54 GMT
Hi invector can you do an integration or tutorial on ai sending damage to player when the node canvas is used for the behavior of ai
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azul
Junior vMember
Posts: 38
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Post by azul on Feb 28, 2019 0:28:53 GMT
Hey guys, just a head's up if you want to use the AI Template version 0.3 with the Third Person Template, you will need the latest update which is 2.4.0 for Basic & Melee and Shooter 1.3.0 which is not yet available in the AssetStore due to a delay on their part to approve the new updates, it should be available soon though. Has this been updated? I was trying to import both the AI beta(v0.2) and 3rd Person Shooter Template (v1.3.0), but get three namespace definition errors. If so, in which order are you suppose to import each package/template? The AI or 3rd person template first? They seem to create duplicate scripts or conflict with each other.
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Post by Invector on Feb 28, 2019 12:17:22 GMT
Hey guys, just a head's up if you want to use the AI Template version 0.3 with the Third Person Template, you will need the latest update which is 2.4.0 for Basic & Melee and Shooter 1.3.0 which is not yet available in the AssetStore due to a delay on their part to approve the new updates, it should be available soon though. Has this been updated? I was trying to import both the AI beta(v0.2) and 3rd Person Shooter Template (v1.3.0), but get three namespace definition errors. If so, in which order are you suppose to import each package/template? The AI or 3rd person template first? They seem to create duplicate scripts or conflict with each other. Yep it was updated on January, you can use the FSM AI v0.3 with Shooter v1.3.0
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Post by vfxrob on Mar 1, 2019 7:29:50 GMT
Hey i checked out the AI template and i was reading the comments and its cool you can have faction AI, but is it possible to attack 1 member of a faction that was neutral and trigger aggression from all nearby faction members?
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Post by cursedereaper on Mar 6, 2019 18:15:55 GMT
Hey i checked out the AI template and i was reading the comments and its cool you can have faction AI, but is it possible to attack 1 member of a faction that was neutral and trigger aggression from all nearby faction members? How about you set up a Tag for Faction1 and one for Faction1Traitor. That way you could send a message when it deals damage to an object with the same Tag and change its tag to Traitor. Altough I guess you need to write a script to check if the AI damaged another member of the faction.
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Post by cursedereaper on Mar 6, 2019 18:31:55 GMT
After successfully adding a Stun and an Alarm to call for backup to the Ai and now adding a Taunt that works similar to the call for help I realized that i got a lot of transitions and everything becomes confusing. Is there a good way to organize the Transitions? If not I have three suggestions. First of all: Add another Any State Transition. That way we don't need to work from that one position and get more access points. Second would be grouping certain Transitions into a Transition Group. That way one could make a transition from a certain group into another state. E.g. I have my Taunt-Group and I want them all being able to go into the call for Backup Transition if the player i seen. They all have the same transition into the same State and they're also next to each other. Currently I get three arrows from that position but by grouping them they could all go into the same State. Last suggestion is about the Decision Check state and is close to the Group suggestion. one could theoreticle add a Check State Group Decision which list a number of states that share the same states they can transist into and the same states they can't transist into. If I find Time or need to add more States to the FSM I certainly look into the Check group of states Decision. And well I learned that one shouldn't tell someone about improovments without telling what is good. And I need to say the AI works awesome and on it own it made certain game mechanics possible like Stun or Taunt.
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redox
Junior vMember
Posts: 31
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Post by redox on May 6, 2019 18:23:56 GMT
Nice FSM ai 1.0 is up thanks
need new video tuto ;DD thanks
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Post by uberwiggett on Jun 7, 2019 3:12:14 GMT
7 errors after installing and clearing (unit 2019.3 beta) . pic attached jackson kidsgoing to clear it myself, looks like input commands, but worth noting. edit: the fix is replacing the letter with a capital letter, (eg EventType.layout = EventType.Layout) omg unity y u do dis
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Post by Invector on Jun 7, 2019 13:28:04 GMT
7 errors after installing and clearing (unit 2019.3 beta) . pic attached jackson kidsgoing to clear it myself, looks like input commands, but worth noting. edit: the fix is replacing the letter with a capital letter, (eg EventType.layout = EventType.Layout) omg unity y u do dis invector.proboards.com/post/18279/thread
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Post by quickdraw on Jun 19, 2019 23:39:19 GMT
Hi! Is there an ability for the AI to jump/vault over walls by default? Or would I use a custom action trigger for that?
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