Post by cursedereaper on Mar 22, 2019 15:31:29 GMT
Solved: The Ai Melee Enemy needed to get a 0.05 Stoping Distance in addition to a low Waypoint radius and a low Change Waypoint Distance.
A good solution for a Stationary Guard would be two waypoints with different directions that way the guard stays in place but still moves arround a bit (Changes the main Area it looks at).
Hey everybody,
my main question here is: Should I use the v AI Move to Position or simply a single waypoint for my "Stationary Guard AI".
The Waypoint sometimes causes the Guard to face the wrong direction because it seams like the Rotate to doesn't work if the Waypoint Area has only one Waypoint.
Edit: The Rotation problem can be solved by increasing the Area Radius but that causes another problem. Now the Enemy doesn't move to the center of the Waypoint but stops as soon as it enters the Area Radius.
The Move to direction only works if I deactivate the FSM. But I still want it to detact the player and and attack him if it find him while returning to its post.
Maybe someone knows a solution for one of these two problems and might help me decide for one of the two options.
More Informations about the FSM:
I made an FSM that can call other AI Enemies for Back Up if it sees the Player (Noise of the Type Call4Help) and gets taunted if it hears a Noise of the Type Taunt.
The Call4Help also just triggers when the AI left the Chase -> Combat -> Chase Cycle.
Most of the Enemies work just fine and return to their patrol if they lose the player.
But sometimes the Ai doesn't go to the exact postion of the Waypoint and simply stops when it enters the Area Radius. And sometimes it doesn't rotates towards the waypoint if it is the first waypoint it enters after it lost the Player. In Most cases that doesn't hurt as much but in the case of the guard Units it causes them to look into the opposite direction if they return to their post.
The Move to position option requires me to deactivate the FSM but that causes the AI to ignore the Player if it finds him on the way back to the post.
A good solution for a Stationary Guard would be two waypoints with different directions that way the guard stays in place but still moves arround a bit (Changes the main Area it looks at).
Hey everybody,
my main question here is: Should I use the v AI Move to Position or simply a single waypoint for my "Stationary Guard AI".
The Waypoint sometimes causes the Guard to face the wrong direction because it seams like the Rotate to doesn't work if the Waypoint Area has only one Waypoint.
Edit: The Rotation problem can be solved by increasing the Area Radius but that causes another problem. Now the Enemy doesn't move to the center of the Waypoint but stops as soon as it enters the Area Radius.
The Move to direction only works if I deactivate the FSM. But I still want it to detact the player and and attack him if it find him while returning to its post.
Maybe someone knows a solution for one of these two problems and might help me decide for one of the two options.
More Informations about the FSM:
I made an FSM that can call other AI Enemies for Back Up if it sees the Player (Noise of the Type Call4Help) and gets taunted if it hears a Noise of the Type Taunt.
The Call4Help also just triggers when the AI left the Chase -> Combat -> Chase Cycle.
Most of the Enemies work just fine and return to their patrol if they lose the player.
But sometimes the Ai doesn't go to the exact postion of the Waypoint and simply stops when it enters the Area Radius. And sometimes it doesn't rotates towards the waypoint if it is the first waypoint it enters after it lost the Player. In Most cases that doesn't hurt as much but in the case of the guard Units it causes them to look into the opposite direction if they return to their post.
The Move to position option requires me to deactivate the FSM but that causes the AI to ignore the Player if it finds him on the way back to the post.