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Post by penhoat on Mar 23, 2020 18:05:19 GMT
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 There are a couple of things I need help with: 1. Setup the VR character to function like the sample FPS controller - take damage, deal damage, healthbar etc. 2. Strangely enough (while following the melee character tutorial) the enemies seem to only melee me when sitting down, not standing... which has something to do with height of the camera I assume? Not sure what. The AI sees me, follows me, etc simply by adding the player layer to my VR Character Controller, so that's fine. Just the points above are something I need help with! Thanks in advance!
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Post by penhoat on Mar 23, 2020 18:53:45 GMT
There are a couple of things I need help with: 1. Setup the VR character to function like the sample FPS controller - take damage, deal damage, healthbar etc. 2. Strangely enough (while following the melee character tutorial) the enemies seem to only melee me when sitting down, not standing... which has something to do with height of the camera I assume? Not sure what. The AI sees me, follows me, etc simply by adding the player layer to my VR Character Controller, so that's fine. Just the points above are something I need help with! Thanks in advance! EmailResponse:If you look at the documentation, the AI needs to see the object as a living target in order to apply damage, so your custom character will need a vHealthController which is a simple health script. This way the AI can know if it's still alive and apply some damage to it. About the height issue, I'm not sure but you can enable the Debug options to know if the AI FOV is within the range of your target. Damage works just fine now! I forgot the capsule colider mentioned in the documentation. So simply put, the camera is at the correct height to match the eyes of the AI, their FOV is set at the eye level (followed the youtube tutorial). However what is it precisely they look at when attacking? The collider? because they only manage to apply damage when I bend my knees a bit (so lower the controller)
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Post by Invector on Mar 24, 2020 17:59:47 GMT
Hmm the FSM AI has the Sign Method option in the Detection tab, with the options to check the target capsule collider Top, Center, and Bottom If you want the best sight, make sure to check all 3
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Post by samrock on Apr 9, 2020 14:28:51 GMT
@invector I have an enemy AI that I want to respond to different type of noises like, Footsteps, Object thrown for distraction, Gunshots etc. When I create the FSM with two nodes for each sound (here Footstep & Noise) I am unable to set Specific sound for each "Decision". Seems like both nodes are sharing the same Noise Types. If I change on one to "Footsteps", the other one also become "Footsteps". Is this a bug? Probably doning something wrong here?
Also any way I can zoom the FSM editor in and out? And how to I trigger a sound clip in a particular node? Like AI speaking random words based on a Trigger (like Enemy Spotted, Who's there, I lost him etc)
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Post by samrock on Apr 13, 2020 5:18:35 GMT
@invector I have an enemy AI that I want to respond to different type of noises like, Footsteps, Object thrown for distraction, Gunshots etc. When I create the FSM with two nodes for each sound (here Footstep & Noise) I am unable to set Specific sound for each "Decision". Seems like both nodes are sharing the same Noise Types. If I change on one to "Footsteps", the other one also become "Footsteps". Is this a bug? Probably doning something wrong here?
Also any way I can zoom the FSM editor in and out? And how to I trigger a sound clip in a particular node? Like AI speaking random words based on a Trigger (like Enemy Spotted, Who's there, I lost him etc)
-------------------------- Please ignore my above query! I figured it out. I didnt realize I had to insert a new Decision Component on the right side for each criteria! This is great now.
I have created my own AI Action script for the Audi clip. Not sure if you had something inbuilt(and more optimized!)
Still need help with Zoom in and Out. Is this available?
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Post by Invector on Apr 13, 2020 18:01:10 GMT
No zoom in/out in the editor sorry, you can pan and drag by holding ALT+RightClick or middle mouse button just like the Animator window
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Post by maximuz on May 5, 2020 14:38:16 GMT
I am Getting below error after importing FSM after Shooter templete.
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Post by Invector on May 6, 2020 12:23:19 GMT
Guys the current version of the FSM AI Template does not work yet with the latest update from the Templates 2.5.1 We're working on finishing the update and it should be available by the end of the week
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Post by Invector on May 27, 2020 14:39:49 GMT
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Post by owlandfox on Jun 2, 2020 11:20:26 GMT
I am using Shooter 2.5.2 and when uploading FSM 1.1.1 I get this console error = Assets/Invector-3rdPersonController/Shooter/Scripts/Shooter/vShooterManager.cs(124,23): error CS0234: The type or namespace name 'OnEquipWeaponEvent' does not exist in the namespace 'Invector.vMelee' (are you missing an assembly reference?)
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Post by Invector on Jun 2, 2020 16:06:48 GMT
I am using Shooter 2.5.2 and when uploading FSM 1.1.1 I get this console error = Assets/Invector-3rdPersonController/Shooter/Scripts/Shooter/vShooterManager.cs(124,23): error CS0234: The type or namespace name 'OnEquipWeaponEvent' does not exist in the namespace 'Invector.vMelee' (are you missing an assembly reference?) Read the post above
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Post by owlandfox on Jun 19, 2020 14:18:50 GMT
Waypoint system is not working. When shift+leftmouse on terrain or gameobject with collider nothing happens apart from this message on the gameobject -
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Post by owlandfox on Jun 23, 2020 17:20:21 GMT
Is there another way to create waypoints as the system is not working for me. Unity 2019.3.14. Latest versions of Invector Shooter and FSM AI
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Post by owlandfox on Jul 1, 2020 21:44:28 GMT
Is it possible to make FSM Enemies swim and climb using the swimming addon? I tried adding the component and animation state to controller but nothing happens
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Post by Invector on Jul 28, 2020 13:37:20 GMT
Is it possible to make FSM Enemies swim and climb using the swimming addon? I tried adding the component and animation state to controller but nothing happens Nope, those add-ons were design to work with the Third Person Templates
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