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Post by tezza73 on Aug 18, 2019 23:43:15 GMT
Hi,
The FSM melee when it takes damage just keeps on walking to the waypoint...how do we make it stop and chase the character who dealt the damage...
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Post by Invector on Aug 19, 2019 18:08:50 GMT
Use the FSM Debugger to see what's going on within more details, perhaps your logic is missing something
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Post by billyforce on Oct 6, 2019 6:32:59 GMT
Same problem here. I just use the the Default Melee FSM for AI and Shooter for the player. The Shooter FSM is working fine
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Post by Invector on Oct 7, 2019 13:16:59 GMT
There is an example in the scene AI_Examples, the AI with a Katana will attack you on first sight Take a look in the inspector/behavior and compare to your controller to see what's different
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Post by billyforce on Oct 7, 2019 15:33:11 GMT
Maybe it hasn't become quite clear. They attack if i`m in range. The Problem is if i use a Shooter Type on Player and attack a Melee AI from range he does not attack me. I tried the prefabs AI´s from the example scenes and they are not responding to projectile damage. The shooter AIs work and detects range damage. Is it possible to mix melee and range?
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Post by Invector on Oct 7, 2019 16:10:50 GMT
Well sure, you just need to set up the layers/tags and make sure you have enough range to detect the player
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Post by billyforce on Oct 7, 2019 16:48:48 GMT
Okay i found the problem. Solution: In demo FSM_Melee Behaviour there was no second "Chase" Transition from "AnyState" to "Chase". Simple create a second "Chase" and create 2 Descision. "Check Damage" set Decisions to true and "Is in combat" to false. Now the FSM Melee is attacking if he gets shot =)
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