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Post by bbjones on Mar 19, 2020 22:12:34 GMT
I'm looking for guidance on the recommended and supported approach to building up AI workers, for example:
Crafter - can be assigned a job, which has a workstation with a docking point (like a chair to sit on while crafting) where the AI moves to that station, sits, begins looping crafting animation, gets up to fetch more supplies based on some trigger (station ran out of supplies etc). This involves having multiple points in the world that would be set at runtime. This part seems simple enough with waypoints and triggers.
Interacting with objects - the AI would need to open doors, swim, climb ladders etc, all of the usual actions the player can do. This part I'm not clear on especially things like climbing ladders or using the climbing add-on to scale a cliff etc, or even open doors if they are blocking access to a waypoint.
cheers
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Post by formatc2013 on Oct 5, 2020 17:55:06 GMT
I'm looking for guidance on the recommended and supported approach to building up AI workers, for example: Crafter - can be assigned a job, which has a workstation with a docking point (like a chair to sit on while crafting) where the AI moves to that station, sits, begins looping crafting animation, gets up to fetch more supplies based on some trigger (station ran out of supplies etc). This involves having multiple points in the world that would be set at runtime. This part seems simple enough with waypoints and triggers. Interacting with objects - the AI would need to open doors, swim, climb ladders etc, all of the usual actions the player can do. This part I'm not clear on especially things like climbing ladders or using the climbing add-on to scale a cliff etc, or even open doors if they are blocking access to a waypoint. cheers bbjones just wondering if you managed to figure it out?
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Post by bbjones on Nov 4, 2020 1:01:43 GMT
Ya sorta, but not in a way that I'd say is "supported".
I using Opsive behaviour designer for the AI behaviour tree, mainly because I really like their node editor. I had to build my own integration with the Invector controller because there isn't one. Then I had to build basically everything about "NPC doing jobs in game" manually in code. Essentially it's all about giving the NPC movement instructions and calling specific animations when needed, like when they reach a job destination to begin crafting or digging or whatever.
Still a long way to go but the basics are working.
One thing I haven't addressed yet is AI dealing with any of the Invector add-ons like swimming, vaulting, climbing, zipline etc.
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