From NPC combat to path following and all AI related tasks.

Characters and AI

Re: Characters and AI

Postby TattieBoJangle » 25 Aug 2015, 16:54

lol I'm just lost or just picking it up wrong :lol:

I place the zombie in run the script attach the FPS_Zombie script
I Change the attack and prey to 2

I add the fps player shoot it crashes
I add a character using the script like you said I hit the zombie and crash

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Re: Characters and AI

Postby StarFire » 25 Aug 2015, 17:32

lol thanks for working with us to get to the bottom of this :roll: :D

The FPS Player (RMB) is the normal fps preset not need for any other scripts. We need the new preset as I change a bit of script to make it work with the zombie and also added a damage action.

If you could check your FPS player properties and see if it has a damage action, if not it is not the new version and will not be detected by the zombie script.

Ok we have found out what is crashing your character. There is a bug in the animation mapper and if "Not Used" is used it will crash. So for now just set all the "not used" to idle. This we will fix :oops:

Look forward to hearing how you get on :D
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Re: Characters and AI

Postby TattieBoJangle » 25 Aug 2015, 19:24

;) Works great when all not used to idle like you said ty
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Re: Characters and AI

Postby StarFire » 25 Aug 2015, 19:31

Phew thank goodness for that , was starting to get worried lol :lol:

So pleased you have it working, I can now get on with the tp shooter ai ;)

It would be great if some kind soul did one of their trade mark videos to help others with this, wink wink hehe :roll:
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Re: Characters and AI

Postby TattieBoJangle » 25 Aug 2015, 19:37

Sure thing I need to update the import model tut anyway as its improved and has easy work flow :D
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Re: Characters and AI

Postby StarFire » 25 Aug 2015, 19:55

Cool ty m8 :D
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Re: Characters and AI

Postby TattieBoJangle » 25 Aug 2015, 22:22

All we need now is navmesh in the AI :D

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Re: Characters and AI

Postby lordalmighty1 » 25 Aug 2015, 23:21

this is 1 cool spider lol, and it looks and works great now I see :)
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Re: Characters and AI

Postby SolarPortal » 26 Aug 2015, 09:07

excellent work :) its great to see it all come together. StarFire will be happy lol :P
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Re: Characters and AI

Postby StarFire » 26 Aug 2015, 16:22

Thats really great to see, sooo pleased :D :D

Yes I will look at how to add pathfinding options for waypoints, paths and navmesh for a new update to the scripts. Just about to look at the soldier, tp shooter scripts ;)
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Re: Characters and AI

Postby CreativeOcclusion » 09 Jan 2016, 16:28

Note 2: I noticed that the player is the old fps preset you will need to use the fps player from the script post and overwrite the one in your current preset folder. ( this new preset has a damage action and some extra script )


Is it still necessary to to overwrite the fps player preset or was it fixed in a update? I noticed that the fps zombie folder is already included so now I am wondering about the fps kit player...
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Re: Characters and AI

Postby SolarPortal » 09 Jan 2016, 16:44

i think it was updated in one of the last releases, are you experiencing problems with it?
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Re: Characters and AI

Postby CreativeOcclusion » 09 Jan 2016, 16:51

SolarPortal wrote:i think it was updated in one of the last releases, are you experiencing problems with it?


No problems with it...I was about to get it setup and watched Tattie's tutorial video...I figured it was updated...I will try it out and let you know how it goes...
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Re: Characters and AI

Postby CreativeOcclusion » 09 Jan 2016, 21:16

Not going good so far...enemy does not attack player...He just runs off and sticks his head in the wall...lol

maybe I can figure it out eventually...
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Re: Characters and AI

Postby StarFire » 09 Jan 2016, 21:26

oh dear :shock:

If it runs away it may need its forward direction reversed. This can be done in the mesh editor. ;)

Sticking ones head in the wall is not the best solution, this could be due to the physics capsule needing a greater radius.

Hope this is of help :D
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Re: Characters and AI

Postby CreativeOcclusion » 09 Jan 2016, 23:22

I cannot get him to go after player at all...he just runs by player and hits wall and just keeps running at wall...I can shoot him and kill him...He just doesn't acknowledge the player at all...

Sure wish I could get this to work....my ai programming skills are lacking......I am using the fellhound model included with SkyLine....
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Re: Characters and AI

Postby SolarPortal » 10 Jan 2016, 00:45

Have you by any chance applied a scale transform to the character models( enemies... )? as character physics relies on a 1:1 ratio.

Another thing to try is a character with a better pivot point.

Hope this helps :)
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Re: Characters and AI

Postby StarFire » 10 Jan 2016, 01:06

Are the detection flags set correctly?
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Re: Characters and AI

Postby CreativeOcclusion » 10 Jan 2016, 01:50

Detection flags are set to 2 or 3....I will try another character....
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Re: Characters and AI

Postby CreativeOcclusion » 10 Jan 2016, 21:38

I believe the problem lies with the fps kit player....I think I will have to replace the prefab like in Tattie's tutorial...I tried the ai in a new scene and got the same result as in my scene....I was trying to get out of dropping in a new kit player as I have done a lot of extra programming to the one I have....

What is the difference in the ai .zip fps prefab and the original fps kit player?...Is there changes in the microscript?...What are the changes?...Are there changes to the physics?...
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Re: Characters and AI

Postby SolarPortal » 10 Jan 2016, 22:47

hmmm, we will try to find some time to put a simple scene together for you to test whether the AI works on your machine or not.

For different code, try a code merging app like winmerge

http://winmerge.org/?lang=en
  • Copy the microscripts into temp files.
  • These apps highlight the lines that have changed and present a simple merging process.
  • Then simply copy the code back into the editor.

i think a simple test scene will be enough before you go making major changes to your player lol :P

What is the difference in the ai .zip fps prefab and the original fps kit player?...Is there changes in the microscript?...What are the changes?...Are there changes to the physics?...

The FPS player preset was updated to the new version of skyline, but no real changes that i remember of. Its been the same for some time. The last thing that may have changed and is more lua is possibly an AI damage.

Will have to check with StarFire tomorrow :)

If you have time, can you package a test level with some included assets (default install assets will be fine), so we can run the scene and see your error happening, then we can fix it and let you know whats changed :) This option would save a lot of time for us :)

Hope this helps :D
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Re: Characters and AI

Postby CreativeOcclusion » 10 Jan 2016, 23:18

For different code, try a code merging app like winmerge


I am talking about the difference in The fps kit player and the overwrite kit player in the tutorial video that Tattie shows in his video...there has to be some kind of difference...I have downloaded the one in the video...I just need what was changed to make it work with the ai....
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Re: Characters and AI

Postby CreativeOcclusion » 11 Jan 2016, 06:15

I am getting this error in console...

Code: Select all
LUA ERROR: entity.callFn(..) failed. missing arg2  Target ID is invalid
LUA ERROR: entity.callFn(..) failed. missing arg2  Target ID is invalid


This is not found with the fps zombie script attached to the character...or I can't find it...but the problem is enemy cannot find target...
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Re: Characters and AI

Postby CreativeOcclusion » 11 Jan 2016, 06:59

StarFire wrote:lol thanks for working with us to get to the bottom of this :roll: :D

The FPS Player (RMB) is the normal fps preset not need for any other scripts. We need the new preset as I change a bit of script to make it work with the zombie and also added a damage action.

If you could check your FPS player properties and see if it has a damage action, if not it is not the new version and will not be detected by the zombie script.


Found this post by StarFire...The FPS Kit Player in SkyLine is not updated to the new version...You may want to put this on your list for the next update or have the download for the updated Kit Player in an easier to find spot...I have it working now...Sorry if I seemed harsh in my last few posts, I was just getting irritated...Thanks for the help...
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Re: Characters and AI

Postby SolarPortal » 11 Jan 2016, 11:51

ok, will have a look for the damage action on our presets :)

Edit: StarFire will take over this problem as we may have an internal asset confliction, once checked, we can sort things out for you. The damage action is a main part of it and thank you for being patient.
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