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Skyline Forums • View topic - Characters and AI
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

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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

Thanks, CreativeOcclusion
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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

Thanks, CreativeOcclusion
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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




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Re: Characters and AI

Postby CreativeOcclusion » 10 Jan 2016, 23:18

Thanks, CreativeOcclusion
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Re: Characters and AI

Postby CreativeOcclusion » 11 Jan 2016, 06:15

Thanks, CreativeOcclusion
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Re: Characters and AI

Postby CreativeOcclusion » 11 Jan 2016, 06:59

Thanks, CreativeOcclusion
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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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