![]() ![]() They obviously need different sets of animations for non combat movement and turning than in combat or flee state. The Root motion and multiple blend trees per state will help my biggest complaint so far with regards to animals and hunting attempts. Where as now he would just stand there unless damage was received, unless I'm missing something? So if the player were to shoot an arrow past a deer's head and miss him the AI would still be able to detect the projectile and enter the flee state. I know you have a flee upon damage variable which helps to fake a hurt state but Its also necessary to have some option for the creature to detect the players projectiles. Ranged projectiles don't trigger the flee state. Even a priority system would be cool so we could establish certain idle stingers more often than others. Giving us more control as to how often these stingers idles occur would be great. As of now it tries to loop those stinger idles as a state which don't go with most animation designs. Example "Deer Idle" As core loop which would randomly trigger between a pool of idle stingers to "Deer Eat" or "Deer look around" etc. You give the option to have multiple idles but it makes little sense since most idle variation pipelines are designed to have a master idle or two per state and stingers that fire randomly according to a min/max randomization property setup. Character Idles variation pool oddly designed. Would love to be able to properly set this up my self. I had wanted to redo this my self to fix but your script is requiring the box collider to be active. Collision should be done on the Rigs individual bones in sections using various capsule/spheres. For example: arrows stay stuck in the air upon their deaths. It does not follow the character as his body moves or falls down. Character Collision is wrongly generating an unattached Box collider which is problematic. Fixing these things would greatly help improve the logic and value of the product and I'm not sure if they've been previously covered so I figured I'd quickly list a few. Has anyone else had this I just wanted to list a few of the design issues I've encountered lately while trying to test the limits and design of Emerald AI. Its like they have to be in a certain range of the middle of the Navmesh Agent in order to attack. If I set the obstacle avoidance to "none" on the structure and on the skeleton, he walks right through the structure and starts attacking the middle. Like now, Ive scaled the skeleton bigger and I adjusted the navmesh agent radius (In emerald AI, because I know that overides the navmesh Agent attached) but it seems the skeleton willl not start attacking because its got the obstacle avoidance set. ![]() Every time I scale the unit down or up it screws up the melee attacks. I am having a serious problem with the NavMesh Agent / Colliders. The UI health bar and combat text will show in the direction of whatever it is tagged with so that could be why it isnt working. If its 1st or 3rd person, set it to player. ![]() If its a fixed camera game like mine, go to the unit > detection and tags > tag options > Set UI tag to MainCamera ( make sure your main camera is tagged with the same tag). It all depends what kind of game you are making. So the AI can cast a Spell on a Random gamer which is very important in my opinion.
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