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Post by Invector on Feb 27, 2020 22:48:27 GMT
There is a Cover Example demo scene included, you only need the FSM AI with you're looking for an complete AI solution ;) Thank you for the quick response!! So glad to hear that.Consider it bought now! And honestly you should upload a video showing the cover AI in action. People out there have no clue this exists :D I only heard about your AI asset after a fellow indie game dev uploaded a video showcasing enemies Now its my turn to show off :D BTW, whats the future updates going to be like? How often do you release updates? Where can I track the new features log? We usually release updates within 3 months for all our templates, you can check the changes in the Changelog section of the forum ;) ps* thanks for the tip on creating a video showcasing the cover, I will definitely do that
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Post by samrock on Feb 28, 2020 17:42:55 GMT
Thank you again for responding! I have bought the asset! The Example scenes are just awesome. I just had few queries: 1. I know you recommend to start fresh. But this is an ongoing project, and I already have Certain layers setup . What will happen if I don't add new layers in the order mentioned on the Document? And why such restriction? Can I change the layers in your Prefab? 2. I was able to import the asset seamlessly into an existing project for testing. However when I tried importing into my Game project, I get error at the below section. Only after I committed this code it worked. I didnt have to do this on the other project!
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Post by Invector on Feb 28, 2020 19:27:32 GMT
Thank you again for responding! I have bought the asset! The Example scenes are just awesome. I just had few queries: 1. I know you recommend to start fresh. But this is an ongoing project, and I already have Certain layers setup . What will happen if I don't add new layers in the order mentioned on the Document? And why such restriction? Can I change the layers in your Prefab? 2. I was able to import the asset seamlessly into an existing project for testing. However when I tried importing into my Game project, I get error at the below section. Only after I committed this code it worked. I didnt have to do this on the other project! That won't interfere with the FSM AI, it's ok to comment it out You can manually add the layers later, no problem
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Post by cloverme on Mar 3, 2020 14:42:40 GMT
I can't find the setting to have the AI stop at a distance from the player with a shooting weapon (rifle). The AI is getting too close to the player and I want the AI to stop and fire at the player at a fixed distance.
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Post by Invector on Mar 4, 2020 23:57:56 GMT
I can't find the setting to have the AI stop at a distance from the player with a shooting weapon (rifle). The AI is getting too close to the player and I want the AI to stop and fire at the player at a fixed distance. Check our Sniper example, you can set the Attack Distance in the Combat Settings tab via inspector
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Post by cloverme on Mar 8, 2020 19:30:55 GMT
We usually release updates within 3 months for all our templates, you can check the changes in the Changelog section of the forum ;) ps* thanks for the tip on creating a video showcasing the cover, I will definitely do that A tutorial for the cover system would be greatly appreciated. It's very difficult to figure out how to configure the coverpoints, even with the example and prefabs. Resizing the gameobject that a coverarea is attached to really messes up the coverpoint areas, plus the coverpoint will randomly disable itself. It's uber frustrating to move the coverpoints, it anchors on a corner and rotates when you don't want it to. I think what might be better in the future is something far simpler where you just use a basic cube gameobject for the collider / trigger for the agent to identify where a cover point is instead of the coverpoint areas creating difficult to manage gizmos. If anyone has figured out and easy way to configure these, please post it. Also, how do you prevent the AI from running, jumping, or sprinting? Thanks
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Post by Invector on Mar 9, 2020 13:47:43 GMT
We usually release updates within 3 months for all our templates, you can check the changes in the Changelog section of the forum ;) ps* thanks for the tip on creating a video showcasing the cover, I will definitely do that A tutorial for the cover system would be greatly appreciated. It's very difficult to figure out how to configure the coverpoints, even with the example and prefabs. Resizing the gameobject that a coverarea is attached to really messes up the coverpoint areas, plus the coverpoint will randomly disable itself. It's uber frustrating to move the coverpoints, it anchors on a corner and rotates when you don't want it to. I think what might be better in the future is something far simpler where you just use a basic cube gameobject for the collider / trigger for the agent to identify where a cover point is instead of the coverpoint areas creating difficult to manage gizmos. If anyone has figured out and easy way to configure these, please post it. Also, how do you prevent the AI from running, jumping, or sprinting? Thanks Thank you for the feedback regarding the cover editors, we will definitely be improving this feature in the near future. Usually there is an enum called speed on Actions that makes the AI move, you can select between Idle, Walk, Run and Sprint. To disable the Jumping you simple don't bake any offmeshlink in the scene.
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Post by samrock on Mar 10, 2020 1:17:44 GMT
@invector
I have two queries. 1. My AI continues shooting at ground even after my character has run away to a really long distance. In the Debug shows my Player Transform selected. If I uncheck "Fixed Target", the AI stops and goes back to its Waypoint
2. After the AI has lost the Player, is there a way to tell AI to look around for a while before giving up and heading back to Patrolling?
3. Is there a way to tell how much percentage of the Player is visible to the AI? Like if I am hiding behind a Crate and only head is popping out, how does the AI decide if the Player is visible or not?
4. Is there a way to Hide player in Dark corner and not be detected by AI? Basically Light affects how visible the player is to the AI
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Post by Invector on Mar 10, 2020 14:49:32 GMT
1- I guess you can use the action 'Clear Target' after losing sight of the player 2- Sure, you can use the Wander or create your own custom behavior based on that 3- In the inspector, there is an option for SightMethod which you can choose from Top, Center and Bottom, you can remove the Top for example or make the barricade higher to cover the player's height 4- I guess you can use a trigger that uses a layer that the AI can't detect, this can make the player invisible to the AI detection
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Post by samrock on Mar 11, 2020 8:24:51 GMT
1- I guess you can use the action 'Clear Target' after losing sight of the player 2- Sure, you can use the Wander or create your own custom behavior based on that 3- In the inspector, there is an option for SightMethod which you can choose from Top, Center and Bottom, you can remove the Top for example or make the barricade higher to cover the player's height 4- I guess you can use a trigger that uses a layer that the AI can't detect, this can make the player invisible to the AI detection Thank you responding! This is very helpful tips
I looked into the 1 FSM and found that the Shooter V2 FSM's Combat shooter Node has a decision saying "Is Target Dead?=true" . This condition always remained FALSE if my player gets away. So the AI would continue shooting at nothing. I added another Node transition, asking it to check if Target is visible. Now the AI shoots for a while and then heads back to Patrolling if there is no Target in sight.
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Post by coolguyplatinum on Mar 20, 2020 12:43:19 GMT
hey can I get a copy of that Police System script?
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Post by penhoat on Mar 23, 2020 10:50:57 GMT
I have an issue where the collapsible 'damage options' menu just automatically recloses instantly. Anyone had this issue? Even on existing demo prefabs, not just my own.
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Post by Invector on Mar 23, 2020 17:22:54 GMT
I have an issue where the collapsible 'damage options' menu just automatically recloses instantly. Anyone had this issue? Even on existing demo prefabs, not just my own. That's odd, what Unity version are you running? is there any warnings in the console?
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Post by penhoat on Mar 23, 2020 17:43:04 GMT
I have an issue where the collapsible 'damage options' menu just automatically recloses instantly. Anyone had this issue? Even on existing demo prefabs, not just my own. That's odd, what Unity version are you running? is there any warnings in the console? Restarted Unity and problem was gone! Any chance you could assist with my VR issue in the separate topic?
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Post by Invector on Mar 23, 2020 17:47:26 GMT
That's odd, what Unity version are you running? is there any warnings in the console? Restarted Unity and problem was gone! Any chance you could assist with my VR issue in the separate topic? Maybe... We don't have a VR device here but we post your issue so we can analyse it
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