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Post by Strider on Feb 22, 2017 4:33:59 GMT
Hi! glad to meet you all! I'm Strider Spinel from Mexico and just recently bought the 3rd Person Melee Combat libraries for Unity. I've been playing with them for a couple of days and so i'm still very noob for a lot of things, but i wanted to ask: i want to make a project about a human size character fighting huge monsters, Like Bloodborne. I've been familiarizing with the engine and some other things like importing my models and creating working skeletons, so far it's been good, but when i imported a big character to make a test, it doesn't attack my character. If it's the same size they fight normally, but if the enemy is big he just keeps walking and never attacks. i was wondering if this has something to do with some collision or code or something. Thanks in advance!
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Post by chainsawpenguin on Feb 22, 2017 5:27:21 GMT
There exists in the AI controller a range to stop chasing, and it's (I *think*) measured from the center of your NPC model. I suspect that what's happening is that the player is never getting within the range for the Giant to attack, because the Giant's Character Controller is larger in radius than the stop distance for chasing.
Change the "chase stop distance" to be something larger than the radius of your giant's Character Controller (5 will probably do it), and see if he doesn't stop and start pounding your player!
#informedguessnotguaranteedtobecorrect
~~ chainsawpenguin ~~
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Post by Strider on Feb 22, 2017 5:50:45 GMT
Didn't change much really, but the giant starts to attack if i change it's initial state to Chase, then it attacks, although it keeps spinning in circles and rarely hit's the player. Suppose it has something to do with the lock on, but i don't think i have it set yet.
Thanks!
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Post by chainsawpenguin on Feb 22, 2017 6:23:42 GMT
In your giant, what is the radius of your character controller? I'm pretty sure this is the problem. It sounds like he's stuck in "Chase" mode, and only rarely hits the sweet spot where he's close enough to stop chasing and far enough away to play an attack animation...
Try bumping up the "stop chase" distance even more, until the giant attacks with regularity!
#seriouslyimjustguessingbutimprettysurethisistheproblem
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Post by Invector on Feb 22, 2017 11:03:10 GMT
try this fix:
Cause > If the character has a Capsule Collider higher then 2, the raycast will not find the ground and he will keep floating.
you probably also need to increase the hitbox collider, to make sure that the attack will touch on the player
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Post by Strider on Feb 23, 2017 5:16:22 GMT
Gonna check it tomorrow!
Thanks!
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Post by Strider on Feb 23, 2017 5:31:04 GMT
In your giant, what is the radius of your character controller? I'm pretty sure this is the problem. It sounds like he's stuck in "Chase" mode, and only rarely hits the sweet spot where he's close enough to stop chasing and far enough away to play an attack animation... Try bumping up the "stop chase" distance even more, until the giant attacks with regularity! #seriouslyimjustguessingbutimprettysurethisistheproblem My Max Detect distance is 4.51 min detect distance is 2.39 distance to lost target is 8.83 chase stop is 5
the sphere sensor is 4.51 in radius
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Post by Strider on Feb 23, 2017 5:54:44 GMT
also, i was looking at the invector documentation and saw that the purple circle in the enemy ranges is the attack range, but i can't see a way to amplify it, or is it suppose to stay in the exact size? Thanks!
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Post by Strider on Feb 23, 2017 7:06:39 GMT
Did all the changes (code and ranges), it's working pretty good now!
Thanks a lot!
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Post by Invector on Feb 23, 2017 12:38:29 GMT
The purcle circle was the Attack Distance that used to be on the AI but we change to be on the Weapon, so each weapon has a distance to attack, ex: small knifes small distance, spears with more distance, etc...
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Post by Strider on Feb 25, 2017 8:18:22 GMT
I see... i've been making some progress with the engine, i had a little question. The NPC never use their "strong attacks"? i want to use some more options, and if they always use the same combo their patterns their patterns could be a bit more complex right?
Thanks!
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Post by Invector on Feb 25, 2017 12:57:47 GMT
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Post by Strider on Feb 25, 2017 18:14:18 GMT
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Post by Strider on Jun 29, 2017 20:54:17 GMT
Still working on Giant enemies... i think i almost got it, but sometime the character rises and keeps airborne, as you can see in this video.
Any suggestions on how to fix some of his problems?
his capsule collider has a radius of 3.5 a height of 7.1.
Maybe changing the Ground Check distance... i've achieved some progress adding mass to the rigid body, now has 1000.
Thanks!
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Post by uberwiggett on Jul 1, 2017 3:44:33 GMT
Play that again but have a look at scene viewer. It looks like each time it plays that kneeling animation it's creating a collider underneath it and pushes it up.
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