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Post by wieljer on Dec 15, 2016 22:59:20 GMT
I have not tried to set this up before, but I realized after reading the documentation and watching the videos for v1.x and v2.x that there was no tutorials on how to configure a scene like the thirdperson example scene with the AI following waypoints across obstacles?
So I attempted this on the 2.0b, but generating the nav mesh in the example thirdperson scene. Sadly the AI just ignores the areas like the underpass where the AI crouches to chase you in 1.x. Unfortunately I can't look back at an older 1.x version anymore to even try to copy that setup.
So question is, how to setup the scene as it was in 1.x with AI: - Setup basic Nav for the thirdperson example scene (what settings should we use?) height, width, slope etc. The defaults cause many issues like ai gets too close to edge and they enter falling motion on the ledge and do nothing but spin until you smack them off the side. - Setup waypoint to make AI start from ground and climb ledge to top of block object. - Setup waypoint to make AI go under the ladder 'cave' area, sorry, lack of a better word for that thing. - Setup waypoint to make AI jump the small hurdle walls.
Perhaps just a video from invector would be best here for the 2.0 video playlist series.
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Post by Invector on Dec 15, 2016 23:19:00 GMT
We removed most of the 'actions' from the AI on v2.0 because the off mesh link verifications was killing the performance, before you barelly could add 5 enemies in the scene and now you can hold 20 or more.
And since the AI is not the focus of the template, we decide to 'keep it simple' and focus only in the combat. Maybe after the Shooter we can revisit the AI and improve the actions using another method.
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Post by wieljer on Dec 15, 2016 23:37:51 GMT
We removed most of the 'actions' from the AI on v2.0 because the off mesh link verifications was killing the performance, before you barelly could add 5 enemies in the scene and now you can hold 20 or more. And since the AI is not the focus of the template, we decide to 'keep it simple' and focus only in the combat. Maybe after the Shooter we can revisit the AI and improve the actions using another method. AH okay, I can feel sane again. I understand, Perhaps just making it an optional piece or experimental like the character fade shader was originally.
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