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Post by ellement on Apr 19, 2020 12:45:28 GMT
Hi, Dear Invector. You created a product that is AI only. But you made 0 tutorials how to actually kill your AI with some other systems, like Rfps, Ufps, and so on and so on. So the purpose of your standalone AI is to get more customers for your third person melee or shooter right. Because i found 0 articles about how to actually kill your FSM AI without using your assets. That not pretty good strategy to get new customers of your AI product. Thank you
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Post by rhodiumcowboy on Apr 20, 2020 11:47:17 GMT
lol
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Post by uberwiggett on Apr 20, 2020 13:34:25 GMT
Unity has lots of tutorials on how to code damage and several of the other systems out there have past integrations with invector's damage methods. However yes the fsm ai pack requires you to understand how to write your own code to integrate into your project, the example functions they provide are based on the invector templates, but they are examples.
To be fair though, integration with an existing system is a two way street, have you asked rfps and ufps why they don't have tutorials on how to integrate fsm ai? Afaik invector have a web based documentation for the AI system to help guide you as to what you need to hook in to pass damage. But I might not be correct there, I haven't looked.
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Post by Chronicman on Apr 20, 2020 21:40:43 GMT
First of all the Invector team has does an outstanding job on all of their assets. They are not just out to get peoples money like you claim. If your trying to merge 2 separate systems together that are this complicated you better be packing some coding experience. The fact that you are complaining about this simple thing you better just stop right now. Its honestly 3 lines of code to send damage to an AI.
var damage = new vDamage(); damage.damageValue = 10; gameObject.ApplyDamage(damage);
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Post by ellement on Apr 21, 2020 7:58:19 GMT
Thank you very much for your solution, i did not try it yet since i found another solution that somehow works . If anyone with ufps asset will read this here are the steps. Inside Ufps folder find folder Projectiles , there is PistolBullet, RevolverBullet,MachineGunBullet atc. Add capsule collider to each of them and set the size to 0.5 ,tick the chechbox is trigger. After this add Invectors vObjectDamage Component to each of the Bullets, Set the tag to whatever your enemies tag are. Enemy for example and set it OnTriggerEnter, set you desired damage value for each bullet as pistol bullet will do less damage than revolver bullet for example and such. Play the game and watch your enemy health bar , and make sure every shot will decrease its health, if not you might make the capsule collider a bit bigger. Thanks Chronicman for alternative solution which i will test if something will be wrong with my solution. Have a nice day. Anyway the Damage options of the vObjectDamage component randomly closing, actualy it works once and after that if i click on the damage options its opens and close imediately. The temporary solution to this is, click on the damage options and at the same time try to press any number or character on your keyboard and it will keep open, until you try to change another parameter
PS: dont forget to add to your enemy vHealth Component othervise it wont work with you bullets
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Post by uberwiggett on Apr 21, 2020 11:26:49 GMT
also check the FSM AI section of this forum for a bunch of helpful posts.
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