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

Characters and AI

Re: Characters and AI

Postby StarFire » 11 Jan 2016, 16:38

Just had a play with my system and the fps and zombie combination is fine. Some how this must have been missed off an update. We will make sure it gets in the next update.
I will be organising the characters and other game system assets into a new Game Objects tool box so it will be easier to find mechanics that are related to your game design.

I will have a bit more of a play just to see if there is anything wrong and then I will post a copy for you here. ;)
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Re: Characters and AI

Postby CreativeOcclusion » 11 Jan 2016, 20:44

It seems that when The player backs out of detection_range the enemy npc starts spinning round and round...still trying to figure this out....If the Sensor_Radius and Detection_Range are set to low numbers it doesn't happen....But I need it to detect at a longer range or player can just kill enemy from distance while in idle mode...

The spinning would be fine if my level was small, but it looks bad when you see the enemy at a distance and he is just spinning around at 50 miles an hour...lol

I can make a video if you need to see this happen...
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Re: Characters and AI

Postby StarFire » 11 Jan 2016, 20:44

Ok here to the rescue is a temp package until the update is ready. :D

FPS Zombie and Player:
FPS Zombie and Player.zip
(20.12 MiB) Downloaded 141 times


Instructions: Copy and Overwrite. Drag each into your scene and press play, this should all work fine :roll:
Contents: FPS Player, AI Zombie, Character Combination scripts
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Re: Characters and AI

Postby CreativeOcclusion » 11 Jan 2016, 21:28

Thanks alot....This is great...The sad part is that I spent 4 hrs getting everything working right with the FPS Kit Player from the last overwrite...It should go faster this time...By the time SkyLine hits release I should be a pro at it...
OK...
OverWrite Round 2....lol

I guess that's Game Dev....Thanks again...
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Re: Characters and AI

Postby StarFire » 11 Jan 2016, 21:32

Hope its smoother this time for you. :D

Yes, game development is a war of attrition. And so true on the pro thing, practice makes perfect ( or insane )lol :lol:
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Re: Characters and AI

Postby CreativeOcclusion » 11 Jan 2016, 21:35

practice makes perfect ( or insane )


In my case it's the latter...
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Re: Characters and AI

Postby CreativeOcclusion » 11 Jan 2016, 22:40

Spinning is still happening...here is a video...

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Re: Characters and AI

Postby SolarPortal » 11 Jan 2016, 22:54

try changing turnspeed to 100 in the dynamic properties under the movement header. This slows the turning of the AI Enemy down :)

Q) Does this work with the zombie aswell or only fellhound creature?

Hope this helps ;)
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Re: Characters and AI

Postby CreativeOcclusion » 11 Jan 2016, 23:25

I have not tried zombie....I turned turning to 20 and it seems to work fine...did not work at 100....just tried 20 and it works so far...Thanks again...
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