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Post by longshotsg on Apr 5, 2021 14:44:40 GMT
Hi,
I'm using Third Person Controller Shooter 2.5.6b and FSM AI 1.1.5b I have a problem where 2 AI of different tags "CustomA" and "CustomB" are not able to detect each other. Both have capsule colliders.
Below are my configurations:
CustomA AI: Under Layers to Detect: Detect Layer: Nothing Detect Tag: CustomB Obstacles: Default
Min distance to detect:0 Field of View: 360
CustomB AI:
Under Layers to Detect:
Detect Layer: Nothing
Detect Tag: CustomA
Obstacles: Default
Min distance to detect:0
Field of View: 360
So I went in to the FSM AI Example scene "FSM_AI_Examples" and run the scene. AI - CivilianAgressive will NOT detect player(me) if I had not attacked them first. I checked the FSM debugger that the Can See Target value is false. It worked only after I attacked them. But that's not what I expected. I expected them to see me, then decide if they want to attack me. But they are not seeing me at all.
Are there any issues with the AI asset? Or am I missing some key component not written in the documentations? Thanks.
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Post by denvzla on Apr 5, 2021 14:52:47 GMT
make sure your objects have the vhealthcontroller component so they can be detected by the AI. Use the AI FSM_Melee or FSM_Shooter, the civilians will not attack unless they attack first. Also try to place the same label and the same layer.
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Post by longshotsg on Apr 5, 2021 15:35:30 GMT
Thanks denvzla for the reply. I'll try the other AI FSM types.
But I'm more interested in understanding why it does not work. The basic vControl AI has the health tab which I think is the vhealthcontroller component, Regardless of which AI type, detecting based on line of sight looks like a very basic feature. I should detect whether I'm civilian or hostile?
Thanks.
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Post by longshotsg on Apr 6, 2021 14:42:30 GMT
Emailed Invector team and they replied quickly. It's the "FindTarget" action that detects based on the tags and layers. It's in the Melee FSM. That's why it worked but not the Civilian FSM. Cheers. Thanks.
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