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Post by tezza73 on Jun 7, 2019 13:59:43 GMT
Hi
Iv posted this before with screenshots...when you create an AI shooter companion they will not attack enemy. I put a melee manager on them and have the correct tags and layers (Companion AI). Then enemy AI attacks them but they do not attack back.
I havent tested this with a shooter weapon, only a melee manager.
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Post by tezza73 on Jun 22, 2019 10:14:49 GMT
Cmon can someone please help....i just tested it again....the companion AI does not attack...when i switch the behaviour to melee they attack, so its the FSM behaviour not the tags and layers.
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Post by Invector on Jun 24, 2019 13:34:00 GMT
It's very likely to be layers/tags.
If you want a MeleeFighter you need a MeleeManager and set the damage layer in order to apply damage. If you want a ShooterAI you need a ShooterManager and same thing, set the layer you want to apply the damage.
Check the demo scenes to see it working and do the same for the AI
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Post by tezza73 on Jun 24, 2019 22:53:48 GMT
Thanks for reply....i didn't know there was a demo scene for the AI companion. i got the shooter AI working ... my issue was that i had the max distance set to 20 is i guess AI was aways in companion mode? Anyway i changed it to 5 and its working. He will now shoot at the enemy. However the melee companion does not attack. He detects enemies, runs to them, the controller states he is IN combat but he won't swing his weapon, he just stands there. Here are screen shots showing that tags and layers are correct.
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Post by Invector on Jun 25, 2019 16:40:00 GMT
You can see the AI Companion in action on the "AI_Cover-Throw-Companion" demo scene If you don't have this demo scene in your project, you're probably running an outdated version of the template.
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Post by tezza73 on Jun 25, 2019 21:26:26 GMT
yes i have that demo. In your demo, if you take the AI Companions and add a melee manager, give them a sword and change their combat distance to 1, they also behave the same as my characters. They will run up to the enemy but won't actually swing their sword.
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Post by tezza73 on Jul 1, 2019 15:13:25 GMT
DId you manage to test it in your demo scene?
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Post by Invector on Jul 1, 2019 17:15:51 GMT
Oh, you need to replace the node with the Shooter Attack to a custom SimpleCombat state to have the melee combat behavior
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Post by magique on Jul 4, 2019 17:19:26 GMT
I am having this same problem. I see that there is only an FSM_ShooterCompanion and no FSM_MeleeCompanion. I see where the Shooter Attack should be replaced, but replaced with what? The only other existing option I see is AIAttack and that doesn't work. How exactly do we make a custom SimpleCombat state that performs the melee attack?
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