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Post by peubraw on Aug 17, 2016 19:44:38 GMT
Hello,
Do you have a plan to build some integration with Ice creature control ? I tried to integrate it yesterday and all worked well except the collision betwen the player and Ais to take damage... Also, do you know any AI asset that will be easy to integrate with this controle ?
tyvm
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Post by Invector on Aug 18, 2016 13:47:06 GMT
I actually have the ICE package here and try to set up a AI one day, but didn't get too far, once we finish the Shooter we will revisit this asset and give another try.
Another asset to create non-humanoid AI is the PlyGame, one guy has made a Tyrannosaurus rex as a boss lol
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Post by peubraw on Aug 18, 2016 19:44:45 GMT
cool, tyvm for the quick reply.
abraços e sucesso !
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Post by uberwiggett on Aug 19, 2016 14:30:34 GMT
I have ICE too, haven't mixed them together with the melee template yet, but I might give it a go now. Can you tell me what exactly the problem you were having was? Was it damage when the ai touches the player, or was the AI not taking damage from the player during attacks?
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Post by peubraw on Aug 19, 2016 18:36:24 GMT
I have ICE too, haven't mixed them together with the melee template yet, but I might give it a go now. Can you tell me what exactly the problem you were having was? Was it damage when the ai touches the player, or was the AI not taking damage from the player during attacks? Hi uberwigget, the problem was with the colliders in both ways... player was unable to make damage on the ai and the ai was unable to damage the player. Did you figured it out ?
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Post by uberwiggett on Aug 20, 2016 14:57:29 GMT
G'day mate,
I've had a quick look at the issue and have managed to replicate it. It seems when the creature register spawns the new enemy, none of them are able to inflict or receive damage, but the first one that was instantiated upon load still does. The console error reference says reference not set to an instance of object vHitBox.cs:58, so it looks like that may have to be reworked so it can work from a spawner. However I had an issue with a non ice version where I couldn't hit the enemy, and somewhere along the way there was a fix where the weapon needed ignore raycast or some such. It was listed on the forums somewhere, if I can find it I'll check if it's a viable solution.
Otherwise it may require someone with stronger code skills to figure out how to fix the instance issue.
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Post by peubraw on Aug 20, 2016 15:42:52 GMT
I've managed to integrate other asset for AI´s...
Now I'm using plygame and AI Behavior.
tyvm for your time and effort.
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Post by Deleted on Nov 25, 2016 3:58:01 GMT
That would be cool with ICE creature control, especially with Invector, I don't have the asset, doesn't Invector have AI, is ICE creature control better?
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Post by uberwiggett on Mar 27, 2017 3:44:50 GMT
I have had ICE for a long time, I remember having a few rats scurry about while using the basic locomotion template so I'm looking at this eagerly. I know you're working on the integration now, but I was wondering if this AI will supplememt the current inbuilt AI or completely replace it. My main reason is because the navmesh issues with my game that creates new obstacles in runtime and having the tpc ai run through them because of the baked navmesh, but afaik without navmesh the AI won't work. If it's a simple matter of adding in the damage function to the ICE AI units and losing the current ones I think that will still work for me.
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Post by Invector on Mar 27, 2017 15:15:24 GMT
the idea of the integration is not to have our AI compatible with their methods, but to have our Third Person Controller to communicate (deal/receive damage) with ICE creatures.
ps* your issue with the baked navmesh will be fix soon by Unity 5.6 with the new navmesh that use real time bake
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Post by jrackley on Mar 27, 2017 16:48:50 GMT
the idea of the integration is not to have our AI compatible with their methods, but to have our Third Person Controller to communicate (deal/receive damage) with ICE creatures. ps* your issue with the baked navmesh will be fix soon by Unity 5.6 with the new navmesh that use real time bake How is this ICE integration looking? Hope you are able to get this one worked out soon!
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Post by Invector on Mar 28, 2017 18:29:27 GMT
the idea of the integration is not to have our AI compatible with their methods, but to have our Third Person Controller to communicate (deal/receive damage) with ICE creatures. ps* your issue with the baked navmesh will be fix soon by Unity 5.6 with the new navmesh that use real time bake How is this ICE integration looking? Hope you are able to get this one worked out soon! Well it's not being a quick learn tool for me at least, I'm having a really hard time with the interface and all the endless menus , but it's just a matter of getting used to the tool. Already send a "call for help" to Pit, let's see if he can give me a hand in this integration
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Post by jrackley on Mar 28, 2017 18:37:44 GMT
For sure! Yeah they have Tons of menus and options,lol. I personally can not wait to see this integration come to life as it will create so many possibilities.
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Post by jrackley on Apr 11, 2017 15:25:54 GMT
How is this ICE integration looking? Hope you are able to get this one worked out soon! Well it's not being a quick learn tool for me at least, I'm having a really hard time with the interface and all the endless menus , but it's just a matter of getting used to the tool. Already send a "call for help" to Pit, let's see if he can give me a hand in this integration Has Pit got back with you at all about this integration? Just curious to know if any more progress has been made, it would be really awesome to have these work together.
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Post by Invector on Apr 11, 2017 16:25:51 GMT
Well it's not being a quick learn tool for me at least, I'm having a really hard time with the interface and all the endless menus , but it's just a matter of getting used to the tool. Already send a "call for help" to Pit, let's see if he can give me a hand in this integration Has Pit got back with you at all about this integration? Just curious to know if any more progress has been made, it would be really awesome to have these work together. The last time we had spoken he say that he already finish the integration and it was working on some other tasks but the he was going to publish in the next update. So I moved on into the next one > Inventory Pro
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