space
New vMember
Posts: 1
|
Post by space on Feb 6, 2019 11:16:23 GMT
LOL has anyone been able to get them to work with each other yet i have had no luck ??????????
|
|
|
Post by cursedereaper on Feb 8, 2019 15:03:37 GMT
I tried the Behavior Designer of Opsive with InVector and I came to the conclusion that Opsive stuff is quite complicated. Maybe you need to switch some tags on the UFPS Player. Make sure that the AI can detect it as a Player and that it can damage the Player. You most likely need to link the damage system of the AI to HP System of UFPS otherwise you won't get damage onto your player. You most likely use the UFPS Health Controller but need the Healthcontroler of the InVector AI (vHealthController).
And most likely you need to work on the damage system of UFPS to actually damage the Enemies but I can't say for sure.
Check out the AI_Spawner scene and try to look into the Player Scripts of UFPS and into the VFPS Simple Controller (Prototype) just as the FPS Weapon Manager to get an Idea on how to connect the two Assets.
Me and my programmer weren't able to do that with the third person shooter and opsives Behavior Designer so we switched completly to InVector Tools. I hope my suggestion can help you to get the two systems to work together. You might need to check the NameSpace of the Scripts because they might be unable to communicate with each other. The AI works in Invector.vCharacterController.AI.FSMBehaviour and Invector.vCharacterController.AI while the vFPS Weapon Manager works in the namespace Invector so the UFPS Scripts need to at least include the Invector namespace to communicate with the AI.
At least that is what I understood so far as a 3D Artist with limited Programming skills but I at least managed to add the Decision "Check Target Health" by working in a clone of the "Check Health" Script which is nice.
|
|