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Post by alex100dre on Apr 26, 2017 13:10:30 GMT
Oh I see, I just copied the component from the demo AI while I had to generate it from the toolbar. I didn't watch this video because I thought it was for shooter games only. Anyway sorry for stupid questions then haha and thanks for the help.
I'll also check the navmesh obstacle and thanks for the link (I'm still new to unity, learning by practicing ^^").
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Post by uberwiggett on Apr 27, 2017 1:48:10 GMT
Yep it doesn't have the ragdoll generated on it, i've made that mistake before with copying the script over I also wanted to say that your video is actually the coolest one I have seen on here (and there are a lot of cool projects here). I have an oculus dk2 and I am in tears that I don't have a vive or new oculus because I don't have the hand controls!! But seriously that 1 to 1 combat control looks epic dude! Didn't evdn think about using the anim controller for the ai to make an fps game like this, but if I ever get enough money to buy a vr kit with controllers I know who to call ;)
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Post by alex100dre on Apr 27, 2017 10:22:17 GMT
Yep it doesn't have the ragdoll generated on it, i've made that mistake before with copying the script over I also wanted to say that your video is actually the coolest one I have seen on here (and there are a lot of cool projects here). I have an oculus dk2 and I am in tears that I don't have a vive or new oculus because I don't have the hand controls!! But seriously that 1 to 1 combat control looks epic dude! Didn't evdn think about using the anim controller for the ai to make an fps game like this, but if I ever get enough money to buy a vr kit with controllers I know who to call ;) Oh thanks, yeah if you need help on steamVR plugin features I can help you So here is an update : As you can see, the navmesh obstacle collider works pretty well and the AI can be killed, really cool (y) But since I generated the ragdoll on it I have some issues. First: The IA don't detect his sword, I have to drag it by my own in his RightWeapon variable unless will he attack with his hands like a boxer. Second: He can't apply any damage to me. It's really weird because I tried to put the skeleton sword I created on the demo AI and he reconize it and can apply damages on me so the issues does not come from the skeleton sword. Also, when the AI is blocking with his shield I can hit him because of VR I can pass my sword through his shield. I guess I'll need to create a script that detect if the player's sword hit the shield and then freeze the position of the player's sword until he didn't get it away from the AI.
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Post by uberwiggett on Apr 27, 2017 12:29:36 GMT
not sure how to fix the hit detection from the skeleton, not sure what is causing it. But on the sword passing through the shield bit, check what layer the shield object is set to, and then check the physics options and see if that layer is set to collide with the layer the sword is on. Also check if they have colliders on the mesh and not just the hitbox, as I think the hitbox only activates part way through the attack, and that might be why it goes through the shield.
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Post by alex100dre on Apr 27, 2017 16:16:37 GMT
Hum I tried to create the skeleton AI from scratch again and it's everytime when I add the ragdoll that he stop to apply damage to the player.
So am I doing it wrong ?
1 - Create NPC (enemy AI, skeleton model, skeleton animator) 2 - Create Melee manager on the skeleton (Tag to detect and Hit damage tag to Player)
// At this step it works, AI can apply damage to player but player can't attack the enemy
3 - Create Ragdoll
// At this step player can attack/kill AI but AI don't apply any damage to player.
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Post by Invector on Apr 27, 2017 16:24:53 GMT
Hey alex, like I did say in my last post, always create the ragdoll right after you create the Enemy/Player, them add the rest of the components to avoid any conflict with the colliders/layers.
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Post by alex100dre on Apr 27, 2017 16:27:08 GMT
Oh ok, then I'll try this way EDIT: It works now, thanks I just need to find how to impeach the player sword to pass through the AI shield and it will be nice. I'll update you when I'll have something new!
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Post by tharindu on Apr 28, 2017 3:14:19 GMT
alex100dre that is amazing work. I might get myself a vive or an oculus somewhere down this year. I know the guy I can to for some insight now ;)
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Post by Invector on Apr 28, 2017 13:12:38 GMT
Oh ok, then I'll try this way EDIT: It works now, thanks I just need to find how to impeach the player sword to pass through the AI shield and it will be nice. I'll update you when I'll have something new! You could use the default layer and a mesh collider convex maybe, so the AI will trigger a recoil animation when hit the shield
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Post by alex100dre on Apr 28, 2017 13:21:53 GMT
alex100dre that is amazing work. I might get myself a vive or an oculus somewhere down this year. I know the guy I can to for some insight now ;) Thanks Sure, I advise you to get a HTC Vive. I tried both of the Vive and the Oculus and the tracking system of the vive controllers is better Actually I'm trying to allow the player sword to apply damage to the AI only if the speed of the sword is fast enough but if I disable the vObjectDamage component during the play it still apply damage. I can disable the collider and it works but it's not clean because I get an error in the console when I disable the collider. Do you know how I can disable the damage of the sword and impeach hit reaction too ?
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Post by alex100dre on Apr 28, 2017 13:23:52 GMT
Oh ok, then I'll try this way EDIT: It works now, thanks I just need to find how to impeach the player sword to pass through the AI shield and it will be nice. I'll update you when I'll have something new! You could use the default layer and a mesh collider convex maybe, so the AI will trigger a recoil animation when hit the shield Oh should I put the default layer and mesh collider on the sword or the shield ? Or both of them ?
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