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Post by kevios on Jul 6, 2017 23:47:01 GMT
Any news?
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Post by jrackley on Jul 7, 2017 1:45:28 GMT
Any news? Sorry about that, I got preoccupied doing things. I will update it right now one sec.
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Post by jrackley on Jul 7, 2017 1:48:40 GMT
UPDATE: 2.2
in the Emerald_Animal_AI.cs script add... using Invector.CharacterController to the top. then around line line 3290 at the if(isPlayer){} conditional add the following....
if (isPlayer)
{
//Applies damage to our player. This can be any desired function as long as long
//the function has 1 parameter. If the function has more than 1 parameter,
//you will need to pass you will need to call the function directly.
//currentAnimal.SendMessage(SendMessageForPlayerDamage, attackDamage);
//Bridge for Invector Tpc Melee Combat (Allows for Animals to apply damage to Invector player)
var playerInput = currentAnimal.GetComponent<vMeleeCombatInput> ();
var _damage = new vDamage(attackDamage);
_damage.sender = currentAnimal.transform;
_damage.hitPosition = currentAnimal.transform.position;
if (!playerInput.blockInput.GetButton ())
{
currentAnimal.GetComponent<vCharacter>().TakeDamage (_damage, true);
}
//currentAnimal.GetComponent<CharacterHealth>().Damage();
//If you would like your AI to damage the UFPS player damage script, uncomment the code below by removing the // and comment out the currentAnimal.GetComponent<PlayerHealth>() portions using //
//currentAnimal.GetComponent<vp_FPPlayerDamageHandler>().Damage(attackDamage);
}
else if (!isPlayer && currentTargetSystem != null)
{
currentAnimal.SendMessage("Damage", attackDamage);
} That will allow the Emerald Creature to attack you. Then add the following to the vMeleeAttackObject.cs ApplyDamage method which is around line 123 or so after the last if statement before the else if statement
// Bridge to Apply Damage to Emerald AI Animals with Weapons
if (other.gameObject.GetComponent<Emerald_Animal_AI>())
{
other.gameObject.GetComponent<Emerald_Animal_AI>().Damage((int)_damage.damageValue);
} This is not the best integration that it could be by any means, but it does get things working to start from as a base with damage applied both ways.
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Post by kevios on Jul 7, 2017 18:03:05 GMT
thank you very much !!!!
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Post by gembit on Oct 30, 2017 14:08:52 GMT
Hello I just wanted to know if this method is still supported using The Invector Shooter Template v1.1d + Emerald 1.3.5 (or whatever the latest version is if that's not right)
I don't want to commit to buying Emerald until I can be sure it's still possible to integrate into my Invector based project.
I know a user called Chronicman had also produced a solution integrating Emerald, but he has disappeared and the website that once hosted his addon is down. What you've got here looks very promising though and I'd love to try it out.
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Post by tharindu on Oct 30, 2017 15:48:46 GMT
Personally my advice is not to rely on any integration from the community or a third party out there, because it's dangerous. Integrations don't really work between assets and frankly you can't hold a community member responsible for maintaining it When updates happen one party doesn't really care for the integration and everything gets broken again. If you're good with your code, I would say, do this on your own. If you're not going to commit to buying an asset because of an integration I am afraid you'll not buy it for a long time lol On the other hand, invector's upgrading their AI. it'll take them time but they'll come back with something cool for sure.
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Post by gembit on Nov 3, 2017 2:21:57 GMT
Personally my advice is not to rely on any integration from the community or a third party out there, because it's dangerous. Integrations don't really work between assets and frankly you can't hold a community member responsible for maintaining it When updates happen one party doesn't really care for the integration and everything gets broken again. If you're good with your code, I would say, do this on your own. If you're not going to commit to buying an asset because of an integration I am afraid you'll not buy it for a long time lol On the other hand, invector's upgrading their AI. it'll take them time but they'll come back with something cool for sure. Advice noted! I wasn't looking for maintenance at all though, and certainly wouldn't be holding anyone responsible for anything! I hope I haven't misrepresented myself, I was only looking to know if someone had tried this with the latest version of Invector to see if it still worked or was now broken - If the latter, I'll be needing to approach this from scratch rather than using the above as a basis. So if I'm doing it from scratch I likely won't get Emerald, but if this method works with the current Invector build I'll buy it Emerald for $35. I don't mind if a future update breaks it because I understand these things happen. I wouldn't be looking for anyone to make it work again for me or anything of the sort. Hopefully I cleared myself up on that one. Edit: An official Invector update supporting Non-Humanoid AI is the best case scenario of course! but I wasn't ever expecting them to do that personally. Time will tell, as they say.
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Post by jrackley on Nov 3, 2017 4:07:04 GMT
I have not checked to see if this works with the newest updates and or shooter template. But please do note everything that tharindu said as it is very solid advice! I do know however though that Black Horizon Studios the creators of emerald did note on their forum that Invector compatibility would be top priority with Emerald 2.0. Also do not rule @invector out as far as generics, I think we are all going to get a nice surprise soon, but that is just me speculating! As for Chronicman, he never produced an integration for Emerald, he actually created his own generic AI version. I have updated all of his work for our project up until the last Invector update, however this is becoming too daunting of a task to do with every new update so we will be using tharindu rpg system moving forward more than likely, due to not having to alter any core Invector scripts! That being said I will test this out for you when I get home from work tomorrow if you would like.
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Post by gembit on Nov 5, 2017 5:55:05 GMT
I have not checked to see if this works with the newest updates and or shooter template. But please do note everything that tharindu said as it is very solid advice! I do know however though that Black Horizon Studios the creators of emerald did note on their forum that Invector compatibility would be top priority with Emerald 2.0. Also do not rule @invector out as far as generics, I think we are all going to get a nice surprise soon, but that is just me speculating! As for Chronicman, he never produced an integration for Emerald, he actually created his own generic AI version. I have updated all of his work for our project up until the last Invector update, however this is becoming too daunting of a task to do with every new update so we will be using tharindu rpg system moving forward more than likely, due to not having to alter any core Invector scripts! That being said I will test this out for you when I get home from work tomorrow if you would like. Thanks a lot for responding, I respect both of your opinions on the matter, for now I'll put non-humanoid AI down on my priorities list. Although I am curious..if you plan to stop using Chronicmans system, you will be unable to use non-humanoid rigs again right?.. Is that going to affect your project in any way? If you're prepared to do any testing, I'd be curious to see what results you produce. Alternatively, could you not just stick with the current version and not update? Forgive me if this is a a stupid question, but what would be the repercussions of simply leaving everything on it's current version. - when it works. The only downside that springs to mind would be a lack of additional features and some bug fixes you'd miss out on. tharindu's pack is something I also have, and look forward to using properly. There's a good video I just watched on Youtube about it.
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Post by tharindu on Nov 5, 2017 7:28:58 GMT
I have not checked to see if this works with the newest updates and or shooter template. But please do note everything that tharindu said as it is very solid advice! I do know however though that Black Horizon Studios the creators of emerald did note on their forum that Invector compatibility would be top priority with Emerald 2.0. Also do not rule @invector out as far as generics, I think we are all going to get a nice surprise soon, but that is just me speculating! As for Chronicman, he never produced an integration for Emerald, he actually created his own generic AI version. I have updated all of his work for our project up until the last Invector update, however this is becoming too daunting of a task to do with every new update so we will be using tharindu rpg system moving forward more than likely, due to not having to alter any core Invector scripts! That being said I will test this out for you when I get home from work tomorrow if you would like. Thanks a lot for responding, I respect both of your opinions on the matter, for now I'll put non-humanoid AI down on my priorities list. Although I am curious..if you plan to stop using Chronicmans system, you will be unable to use non-humanoid rigs again right?.. Is that going to affect your project in any way? If you're prepared to do any testing, I'd be curious to see what results you produce. Alternatively, could you not just stick with the current version and not update? Forgive me if this is a a stupid question, but what would be the repercussions of simply leaving everything on it's current version. - when it works. The only downside that springs to mind would be a lack of additional features and some bug fixes you'd miss out on. tharindu's pack is something I also have, and look forward to using properly. There's a good video I just watched on Youtube about it. To be honest it's a valid question and my answer is it depends. We all like to stay where things are stable and working to make a game. I personally don't see a reason to always go for an upgrade even on Invector. But the problem is it becomes increasingly difficult on Invector's part to support different versions of the controller so always supporting the latest is what can be done practically. To that end, fixes, new features all of that will not come to you, which is the disadvantage. To me personally I stick to updates from Invector because I've dabbled so much with this controller I am on the way to completely knowing certain parts of it like the back of my hand which is an awesome feeling lol and I know when updates come what parts have been improved. But these sometimes break compatibility with other assets, but I try to write to fix those issues manually by coding the integration source. Main reason being for me the entire game revolves around the character controller. I can always adjust the rest. I will try and see if I can find an alternative way to implement Generic AI on the current invector version. Until a new update comes from Invector for their AI, that should do for now. And those videos are from uberwiggett . He's been using the tool quite a bit and has been helping me out with a lot of positive advice and encouragement on certain aspects of the pack including documentation, so it gets improved day by day.
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Post by jrackley on Nov 5, 2017 18:06:12 GMT
For me Personally I completely agree with all of the above statements. For awhile I did not update Invector controller, but then after tons of new awesome features came into play, (that I had kind of hacked together on my project to get working before the updates) I realized I should update Invector knowing it would break tons of work I had done, but would be worth it in the end.
As for the Generic AI I use different platforms I have not used Chronicmans since it first came out, but most of what I am using at this moment is custom coded. I find it easier to code the AI myself as for integration purposes, although ICE does have a very good integration. As long as you have an AI that can move and do what you need it to, then you can add the vCharacterStandAlone to them, and they will take damage. This gives you the base you need in order to get them working together.
Hell, who knows if I get bored while Valerie is making the level she is working on right now, I may redo the Generic AI as well, but I am thinking of holding off because I feel this is coming soon for Invector.
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Post by tharindu on Nov 6, 2017 1:21:05 GMT
I have tried creating a generic AI but it's really difficult to pull it off without actually hacking the controller.
I think from my understanding the change has to come from the deepest depths of Invector's v_aimotor. Because it's pretty clear a generic ai wasn't intended. Capsule colliders are coded into the logic and it's reasonable if we go with the base assumption we are only developing for bi pedal.
I am not going to change any of these, but I am going to make a completely new one. If I do I hope to put it out there for free too because no way in hell am I going to support it xD
Somehow yesterday I managed to make an animal walk and chase me. Which was nice lol
I don't think we can use the existing animator either. We will need a slightly modified animator.
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Post by Deleted on Nov 6, 2017 2:38:26 GMT
I have tried creating a generic AI but it's really difficult to pull it off without actually hacking the controller. I think from my understanding the change has to come from the deepest depths of Invector's v_aimotor. Because it's pretty clear a generic ai wasn't intended. Capsule colliders are coded into the logic and it's reasonable if we go with the base assumption we are only developing for bi pedal. I am not going to change any of these, but I am going to make a completely new one. If I do I hope to put it out there for free too because no way in hell am I going to support it xD Somehow yesterday I managed to make an animal walk and chase me. Which was nice lol I don't think we can use the existing animator either. We will need a slightly modified animator. Or build off of Chronic's Generic AI to make it work? Cheers! Xalo
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Post by tharindu on Nov 6, 2017 4:12:37 GMT
I don't own his AI. Besides that, the reason I won't use Chronic's tools are because he flat out has changed the code in the core controller when he needed to get things working. Not a destructive criticism but that's not usually how I go about it.
If I do that, whenever Invector updates the controller, you guys are going to be in trouble if you rely on that. I always try to make sure my code is resistant to the controller changes.
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Post by Deleted on Nov 6, 2017 11:47:51 GMT
True, didn’t think about that. Always a good idea!! Cheers! Xalo
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