ProAI

Looks cool (and you made my day with your ‘dead’ sound ;))

Beautiful, stunning evolution @GAME3D
AI with More Velocity. More action more versatility!!! Did you think about slots (arrays) for add customizable melee,
ranged weapons/guns and projectiles BP class (or components) in details for both IA and human players?
in other words, add customizable weapons or usable custom actors how attachable components in IA Panel?

Now I`m thinking really in making a CTF game for fun, changing the standard Flag to Girls or Fairies! hihihi:)

Hi :slight_smile:
The Player into ProAI is simply made, about most ppl just use a own player typ, or want add ProAI to a current project. The weapon system for the AI is basicaly splited up to be 2 systems, one for short ranged attack (most melee) and one for long ranged attack. The system need to have a weapon atached, made as instance from the basic weapon bp.this can be a a melee weapon for short range attack but it could be also a gun, using projectiles. So the shortrange system can handle both, melee as also projectiles.into the AI setup, you can setup 2 attack montage animation for the AI. One for short range and one for long range. Into the ai you can setup the weapon slot with a number, where number 0 means unequiped, number 1 means short range attack and number 2 means longrange attack. There is also a checkbox for using both systems together, or even only the system, compared to the number into the slot.

Now, each of this systems have a uniqe functionality. If you setup only using longranged weapons, this could be a grenade or a rifle, and the player is to near at the AI, then the AI search for a better attack place, about the AI dont want blow up, if he drop a grenade to near.
If you set up only for schort range, number 1, then the AI only use short ranged weapons.
If you using bot systems together, then the AI switch to shortrange attack, if the AI get near to the enemy, instead to use longranged weapon.

So, it needs to have a weapon item (invisible or visible) and it does need for not melee weapons a projectile.

Into the demo game for ProAI, you can see turrets, this is just an instance of the basic aI and it is using both weapon systems. same at mech enemies you can meet into the demo game. The soldiers into the demo game, are using both systems too, but for shortrange attack it use a mele item / weapon.

Now if some one need more as one weapon, then he need to add some more code the AI component, so it could handle more as one gun per weapon system slot. For animal attacks, you easy can use invisible weapons and projectiles to do damage. or using a invisible melee without projectile dmg, but hit attack.

Today, ProAI got released !

wish i could get my money back from your old AI system that i never use

Hi Game3D

ProAi is Excellent and lots of fun.:slight_smile:

I’d love to see onto BP_ProAi_Bot Character slots to change death animation and sound effect notification!

ProAI is more focused to more acurate AI, including pawn sensing, environment query system and Shooter Game type. Contains logic to easily start a third persons shooting game. Already the UAIS is more focused on the player and RPG game as a template with several features besides the AI like teleporting system, HUD, Minimap, Vending machines, pickups, coins, functional doors, traps, dialog system, wave spawner… Examples to start any game style. The blueprint, are very well organized and have enough comments.

**
ProAI is very cool in first person!!!**

@GAME3D

​​​​​​​Having issues with your Environment Query on migration.
The errors im getting after migration (not fully successful):

Failed to load /Game/PROAI/Blueprints/Controllers/Controller_ProAi.Controller_ProAi_C Referenced by CharacterMesh0
/Game/PROAI/Blueprints/Coresystem/EQ_FindHidingSpot : Can’t find file for asset. /Script/EnvironmentQueryEditor
/Game/PROAI/Blueprints/Coresystem/BehaviorTree_ProAI : Can’t find file for asset. /Script/EnvironmentQueryEditor
Failed to load /Script/EnvironmentQueryEditor.EnvironmentQueryGraph Referenced by CharacterMesh0
Failed to load /Script/EnvironmentQueryEditor.EnvironmentQueryGraphNode_Option Referenced by CharacterMesh0
Failed to load /Script/EnvironmentQueryEditor.EnvironmentQueryGraphNode_Root Referenced by CharacterMesh0
Failed to load /Script/EnvironmentQueryEditor.EnvironmentQueryGraphNode_Test Referenced by CharacterMesh0
/Game/PROAI/Blueprints/Coresystem/EQ_ProvideLocation_aroundEnemy : Can’t find file for asset. /Script/EnvironmentQueryEditor
Failed to load /Game/PROAI/Blueprints/AI_Characters/PetSummon.PetSummon_C Referenced by AblSpawnActorTask_0
Failed to load /Script/EnvironmentQueryEditor.EnvironmentQueryGraph Referenced by EQ_FindHidingSpot
Failed to load /Script/EnvironmentQueryEditor.EnvironmentQueryGraphNode_Root Referenced by PackageMetaData
Failed to load /Script/EnvironmentQueryEditor.EnvironmentQueryGraph Referenced by EQ_ProvideLocation_aroundEnemy

I notice that the Environment Query I have in my folders are RED and empty, while the ones you have are PURPLE and full of items (ROOT > TREE)
I am not 100% what else has not copied over, but, there are the errors i am getting.

You need to switch on the EQS system for AI. Open the advanced settings, then experimental section AI switch on EQS. Without this you get this errors.