maci
Junior vMember
Posts: 31
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Post by maci on May 6, 2020 20:44:38 GMT
Hi all, for my game I've been building a framework to integrate Invector and Malbers HAP/Animal Controller with Behavior Designer to implement a shared set of behaviours. The goal was to have a single way to direct AIs leveraging the strength of both controllers (Invector for humanoids and Malbers for animals and creatures).
In the following video you can see how I set up my AIs (a group of four Invector agents and one of Malbers dragons) to have them arrange themselves in an arc formation and then go to a target while maintaining formation.
Besides this, AIs can call horses, mount them and ride them, combat, damage animals and be damaged by them, etc
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maci
Junior vMember
Posts: 31
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Post by maci on May 6, 2020 21:09:16 GMT
deidrereay , this is an Invector AI calling a Malbers HAP horse, mounting it and riding away...
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Post by deidrereay on May 6, 2020 22:00:55 GMT
Thats epic thanks!
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Post by deidrereay on May 6, 2020 22:02:17 GMT
I will have to pick your mind in the coming month or two. Have a bit more to work on but that will become something of importance
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Post by komposite on May 8, 2020 10:54:08 GMT
This is looking sick !
Are you using the Behaviors Tree by Opsive to achieve this ?
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maci
Junior vMember
Posts: 31
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Post by maci on May 8, 2020 19:10:52 GMT
This is looking sick ! Are you using the Behaviors Tree by Opsive to achieve this ? Yes and no. In the first video, the one where I set up the AIs, I use a "Form Arc" behavior which is based on the one in the Formation Pack. The behaviours from Opsive use a generic interface that talks to the NavMeshAgent directly. I basically changed it to deal with my controller instead. The ride behaviour is based entirely on tasks I have written, such as: - call horse - mount - dismout - give the mount orders etc
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Post by komposite on May 10, 2020 13:17:48 GMT
That is impressive ! Hats off !
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