|
Post by Invector on Jun 4, 2019 20:06:20 GMT
Make sure you guys have all your Invector Assets updated to the correct version, using the latest Shooter with an older version of the AI won't work.
|
|
|
Post by conairgames on Sept 12, 2019 21:43:33 GMT
How do you set up the enemy for stealth kill to do more than just stand there or walk straight ahead. i have assigned waypoints but the enemy will not follow. All my other invector enemies work fine until i add the stealth kill. I am sure i must be doing something wrong but cannot find any docs to guide me. Please help
|
|
|
Post by william618 on Sept 22, 2019 13:29:49 GMT
Hello any idea how I could set the Stealth Kill when the AI is infront of me and not in idle? For now I can trigger a taking down but the AI depends how is not always proprely placed. To stop it I use StopFSM() and then re-enable it with StartFSM after the animation is played if the AI is not dead.. but if the AI is at the same time punshing me for example there will be a little delay and it's position will be a bit wrong.
|
|
|
Post by Invector on Sept 23, 2019 13:08:44 GMT
Make sure you have the correct tags on your animation, to properly lock the movement/rotation and play the match target to align to the target, it should work fine on any direction
|
|
|
Post by william618 on Sept 23, 2019 21:20:57 GMT
Make sure you have the correct tags on your animation, to properly lock the movement/rotation and play the match target to align to the target, it should work fine on any direction Thanks for your reply! Maybe I explained badly. I have no problem with the lock/rotation movement and the target.. I would like to remove the exit time on the melee attack state of the AI into the animator.. but if I do this then the AI won't behave proprely on attack.. I have tried as well the event => animator.Rebind() then directly GameObject.SetActive = false then GameObject.SetActive = true. This works amazingly to trigger my take down animation but the only problem after is that the AI will select random melee states.. for example even if he has a melee weapon he will punch me.. I don't know if there is a way to set back the animator correctly after this process.. upload image
|
|
|
Post by Invector on Sept 24, 2019 13:52:24 GMT
Hmmm sorry william618, I'm having a hard time trying to visualize your issue... can you record a video demonstrating what's wrong?
|
|
|
Post by william618 on Sept 24, 2019 20:15:21 GMT
Hmmm sorry william618 , I'm having a hard time trying to visualize your issue... can you record a video demonstrating what's wrong? Thanks for your reply! I have made a small video of the "issue" I want to avoid what you can see in 2:55 on the video.. When I use the animator Rebind() and desactivate and reactivate the gameObject AI then I don't have this kind of distance between the player and the AI when I trigger the animations.. in fact the Rebind() removes the exit time on the animator! but then as you can see in the first part of the video the AI after that becomes strange.. On another side.. if I remove the exit time directly on the animator when the AI attacks then the AI won't behave as well correctly.. because the animation might exit sometimes too early when there is no reason... My question is: Is there a way to recover my AI animator after a Rebind()? or is there another way to remove the exit time on the AI attacks without affect negatively the AI? Or maybe there is a totally other solution to follow to don't have the bad visual as in 2:55? I hope that you understand.. I would like to correctly on trigger stop the AI current animation even if it is in the middle of a state and without affect negatively the Animator beside that..
|
|
|
Post by Invector on Sept 24, 2019 21:58:30 GMT
Now I see, the Fullbody layer is overriding the kill animations which you probably call in the Base Layer, so one thing that you could do is to add a transition from AnyState to Null with a condition for example using the ActionState parameter, to interupt the attack animation and return to null, allowing the kill animation to be played correctly in the base layer.
That's one way to do it
|
|
|
Post by william618 on Sept 25, 2019 18:08:03 GMT
Now I see, the Fullbody layer is overriding the kill animations which you probably call in the Base Layer, so one thing that you could do is to add a transition from AnyState to Null with a condition for example using the ActionState parameter, to interupt the attack animation and return to null, allowing the kill animation to be played correctly in the base layer. That's one way to do it Thanks I have tried but it doesn't make any difference I think because I would like to don't have an exit time on an attack state.. without spoil my AI.. I think to set a transition from any state to null will only allow to go to null after an attack state is finished to be played.. the Rebind() in anotheside can cut a state in the middle or at the begining of an animation.. without have to remove has an exit time.. I would like to do that... or maybe I missunderstood something? but if I use Animator.Rebind then my AI Animator will never behave again correctly... Normally Desactivate and Reactivate the object should reset the Animator.. but in this case it doesn't work.. Is there a way to recover my AI from a Rebind? or to remove the has an exit time on the AI attack animation without break my AI?
|
|
|
Post by Invector on Sept 25, 2019 20:30:17 GMT
Now I see, the Fullbody layer is overriding the kill animations which you probably call in the Base Layer, so one thing that you could do is to add a transition from AnyState to Null with a condition for example using the ActionState parameter, to interupt the attack animation and return to null, allowing the kill animation to be played correctly in the base layer. That's one way to do it Thanks I have tried but it doesn't make any difference I think because I would like to don't have an exit time on an attack state.. without spoil my AI.. I think to set a transition from any state to null will only allow to go to null after an attack state is finished to be played.. the Rebind() in anotheside can cut a state in the middle or at the begining of an animation.. without have to remove has an exit time.. I would like to do that... or maybe I missunderstood something? but if I use Animator.Rebind then my AI Animator will never behave again correctly... Normally Desactivate and Reactivate the object should reset the Animator.. but in this case it doesn't work.. Is there a way to recover my AI from a Rebind? or to remove the has an exit time on the AI attack animation without break my AI? If you put the AnyState > Null in the FullBody layer (or the same layer as the attack states are) it will ignore the attack animations that is playing and go to null, so in theory this it's supposed to work ... I never used Rebind before so I can't so for fure how it works
|
|
|
Post by william618 on Sept 25, 2019 21:50:12 GMT
Thanks I have tried but it doesn't make any difference I think because I would like to don't have an exit time on an attack state.. without spoil my AI.. I think to set a transition from any state to null will only allow to go to null after an attack state is finished to be played.. the Rebind() in anotheside can cut a state in the middle or at the begining of an animation.. without have to remove has an exit time.. I would like to do that... or maybe I missunderstood something? but if I use Animator.Rebind then my AI Animator will never behave again correctly... Normally Desactivate and Reactivate the object should reset the Animator.. but in this case it doesn't work.. Is there a way to recover my AI from a Rebind? or to remove the has an exit time on the AI attack animation without break my AI? If you put the AnyState > Null in the FullBody layer (or the same layer as the attack states are) it will ignore the attack animations that is playing and go to null, so in theory this it's supposed to work ... I never used Rebind before so I can't so for fure how it works Haha ok thanks for your reply! I have done some other tests. If I set AnyState > Null in the FullBody and as condition ActionState is not equal to 0 than it will work once perfectly and then the AI won't attack me anymore. I am guessing that I am doing a mistake on the condition. Isn't it? If I do greater or equal to 0 then it won't work.
|
|
|
Post by Invector on Sept 26, 2019 13:42:42 GMT
In the AnimationState 'Stealth_Kill_Passive' we use the behavior vAnimatorSetInt to set a value of -1 to the ActionState, you can set/reset this value to create the conditions you want.
For example, when playing the 'Stealth_Kill_Passive' the ActionState is -1 In the fullbody layer the condition to go from AnyState to Null is ActionState Equals -1 or any other parameter you want to use, we also have the ResetState trigger.
Then after the character gets up, you need to reset this parameter back to the original value, if it's the ActionState, you need to reset back to 0 so you can do the same behavior again.
You can reset the value, by adding the same behavior vAnimatorSetInt to the animation you use to get up.
|
|
|
Post by william618 on Sept 26, 2019 22:19:13 GMT
In the AnimationState 'Stealth_Kill_Passive' we use the behavior vAnimatorSetInt to set a value of -1 to the ActionState, you can set/reset this value to create the conditions you want. For example, when playing the 'Stealth_Kill_Passive' the ActionState is -1 In the fullbody layer the condition to go from AnyState to Null is ActionState Equals -1 or any other parameter you want to use, we also have the ResetState trigger. Then after the character gets up, you need to reset this parameter back to the original value, if it's the ActionState, you need to reset back to 0 so you can do the same behavior again. You can reset the value, by adding the same behavior vAnimatorSetInt to the animation you use to get up. Thank you so much for the explanation haha.. Now it works perfectly.. You are so patient with us always.. really thanks! Now I understand how works the ActionState finally. I am happy because now I can go forward I know what I will do this week end.
|
|
ThePace
Junior vMember
Unity Noob
Posts: 45
|
Post by ThePace on Dec 8, 2019 1:43:37 GMT
Love this addon, some good execution animations on mixamo, works well with this addon for anyone interested
|
|
|
Post by sirmallory on Dec 13, 2019 15:16:47 GMT
Good morning, Invector users, Diego's here from Italy. I own all add-ons, but I'm stuck with this one. Basically, everything works fine until I try to attack the enemy AI. The Third Person Controller plays the animation well, the trigger works, BUT the chocking doesn't affect the AI at all. I'll post a video below. Thanks in advance for you answers, I'm pretty sure it's something I'm missing.
|
|