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Post by gubwe on May 8, 2018 23:18:02 GMT
Yes Tactical shooter AI. You just need to add a invectors take damage line on their bullet script. hie, can you show us screenshot of which lines you are referring to? pleeeeeeaaase
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Post by xxscrumexx on May 11, 2018 1:51:53 GMT
Witcher, could you upload a screenshot showing where the invector take damage line goes and exactly what that line looks like. We are trying to integrate the Tactical Shooter AI on some of our enemies and seem to be coming up with roadblocks. We have been able to figure out pretty much every thing else. Any help on this would be awesome. Thanks
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Post by witcher on May 11, 2018 5:22:14 GMT
I dont have project with me now. But there must be a send damage or apply damage line. You just need to put invectors damage function below that
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Post by gubwe on May 11, 2018 6:26:27 GMT
I dont have project with me now. But there must be a send damage or apply damage line. You just need to put invectors damage function below that
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Post by Legion on May 11, 2018 9:36:46 GMT
If we remember correctly, in the 'BulletScript.cs' there are a couple of commented lines for UFPS or some asset like that; and if we also remember correctly, it uses the same method as Invector to apply damage '.ApplyDamage(damage)'(?)
Just replace the GetComponent<UFPS> and add the appropriate using directive if necessary.
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Post by gubwe on May 14, 2018 10:35:10 GMT
Lol im totally lost now
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Post by gubwe on May 17, 2018 16:47:24 GMT
Okay here is the thing. I dont have any programming knowledge thats why I got this asset. The tutorials and addons are pretty easy to execute but this tactical thing is driving me nuts. Has anyone ever done this before? That is use the tactical shooter with the invector shooter. If u have please tell us how you did it. I have this really amazing game idea (will post a preview soon) allvthe other stuff, graphics storyline etc I have but the missing component is enemies that that can shoot or at least apply damage and take damage coz I have managed to set up the tactical shooter to identify the player as the target and shoot at the player but I jus cant deal damage. Pleaaaase help!!!!
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Post by uberwiggett on May 18, 2018 0:46:16 GMT
Ok so you need to do this by code. There is a part of the code called the damage handler, it is how you get the template AI weapon system to talk to the Invector template system and tell it that you've been shot. Someone has presented code above, you just need to read the ai shooter code to find the part that registers a hit.
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Post by gubwe on May 18, 2018 6:22:19 GMT
Ok so you need to do this by code. There is a part of the code called the damage handler, it is how you get the template AI weapon system to talk to the Invector template system and tell it that you've been shot. Someone has presented code above, you just need to read the ai shooter code to find the part that registers a hit. OK thanks I'll try
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Post by sectuz on May 23, 2018 13:26:48 GMT
If this topic is still actual, I can write you short tutorial about integration. Im using Tactical shooted AI with my invector characters. Both do damage (Tactical AI shooter to vCharacter and viseversa. But i still waiting for new update with new invector AI. Then I throw Paragon AI away.
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Post by gubwe on May 23, 2018 22:17:21 GMT
Yes pleeease do, I tried figuring it out bit still cant do it. Please make the tutorial.
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Post by sectuz on May 24, 2018 15:54:40 GMT
If this topic is still actual, I can write you short tutorial about integration. Im using Tactical shooted AI with my invector characters. Both do damage (Tactical AI shooter to vCharacter and viseversa. But i still waiting for new update with new invector AI. Then I throw Paragon AI away. Im at business trip without pc, so if you wont wait, I can try describe by my head for now. You can do it by few ways, but i decided to make bridge on actual bullets. 1. On target script on AI agent all fields regarding HP make to zero. On AI agent add vStandalone component and connect HP from vscript to targetscript, so you controll AI by invector standards and standalone script. 2. Put targetscript on your character and set its HP to your current HP. Then choose which bullets u want to use as bridge, ic invectors or paragons. I think I chose invectors for better standards and manipulation. Tgere is method which send dmg to hit collider. If this not help, i will paste full bridge code to Integration section, when i will be home. Cant help more now.
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Post by gubwe on May 24, 2018 16:44:41 GMT
If this topic is still actual, I can write you short tutorial about integration. Im using Tactical shooted AI with my invector characters. Both do damage (Tactical AI shooter to vCharacter and viseversa. But i still waiting for new update with new invector AI. Then I throw Paragon AI away. Im at business trip without pc, so if you wont wait, I can try describe by my head for now. You can do it by few ways, but i decided to make bridge on actual bullets. 1. On target script on AI agent all fields regarding HP make to zero. On AI agent add vStandalone component and connect HP from vscript to targetscript, so you controll AI by invector standards and standalone script. 2. Put targetscript on your character and set its HP to your current HP. Then choose which bullets u want to use as bridge, ic invectors or paragons. I think I chose invectors for better standards and manipulation. Tgere is method which send dmg to hit collider. If this not help, i will paste full bridge code to Integration section, when i will be home. Cant help more now. ok I will wait for you to get back thanks
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Post by xxscrumexx on May 31, 2018 1:38:28 GMT
Hey all,
Does anyone have the ability to share a screenshot or screenshots of how to get the Tactical Shooter AI working with Invector? Not trying to rush but I have been beating my head against my desk for a while now trying to get this working together. Any help would be awesome and appreciated. TIA
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Post by xxscrumexx on May 31, 2018 1:42:00 GMT
If we remember correctly, in the 'BulletScript.cs' there are a couple of commented lines for UFPS or some asset like that; and if we also remember correctly, it uses the same method as Invector to apply damage ' .ApplyDamage(damage)' (?)
Just replace the GetComponent< UFPS> and add the appropriate using directive if necessary. Hey Legion, That almost makes sense to me . Can you post a screenshot of how it integrates or the code itself. I tried several different ways and none of them worked for me.
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