If your question was more specific: It comes with a bunch of custom decorators and task such as wether a target is in range, investigate suspicious things or alert other enemies. These can be used and configured in the behaviour tree to behave the enemy the way you want.
If you have more questions, don’t hesitate to ask!
[=mcgillchris;280393]
Can I buy this like now?
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No, we do have to wait for Epic to put it on the marketplace. At the moment you can vote on Trello for the pack to become available on the marketplace: Trello
Im scared… This is so powerfull… pls dont make this cost so much… I would say 40 ist eta end… I wpuld pay more… but i cant. Maybe as donation in future.
@Aneroit: Here’s a screenshot of the dialouge system:
In this case the green NPC serves as a quest giver after you said the right things to him (accepting his request).
But quests can be given to the player by practically anything. That way NPCs can give the player smaller quests but you could also give them to the player at the beginning of the game or a certain level.
[=order66;281625]
I hope to finish the video the upcoming weekend.
@Aneroit: Here’s a screenshot of the dialouge system…]
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Thanks mate! I’m looking forward to see the video. Dialogue system looks marvelous! I just can’t wait to dive in to it!
Using this opportunity I’d like also to ask you: Will NPCs also have some routine system, or behavior trees to set up, as it is with enemies? It was my last question, but I didn’t asked clearly enough.
Sorry - I’m a bit excited!
[=Aneroit;281642]
Will NPCs also have some routine system, or behavior trees to set up, as it is with enemies?
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At the moment the NPC has just the standard AI controller assigned, so isn’t using any behaviour trees. But it’s just a matter of assigning one or creating a new one from the existing Enemy Controller. You could just assign the Enemy Controller to the NPC and he turns into an enemy (e.g. if you say the wrong things in the dialouge). Or you can copy the EnemyController and create a new NPCController, just using the pathfinding/patrol capabilities to make him patrol a specific area.
So a specific routine for the NPC is not built in, but all the groundwork is there, so you should be able to easily implement something.
[=Kanizitas;281673]
I have a little question about the player perspective… What happens if i move the camera to the player shoulder? Is this possible with the system?
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Yes, you can just adjust the camera boom. It then looks like this:
It’s finally available on the marketplace! I’m very interested to see the combat in a video so I can make sure this is something that I want to purchase. Could someone please post a video showing combat and possibly the menus and interface screens included?
[=Kanizitas;286142]
Oh this is heavy… 144$ and yet no gameplay/technic video…
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Yeah, if it works very well it’s very much worth that, but when you ask for a very high price you require a very high standard to show that it is worth what you’re asking.
You really need some gameplay videos, tutorials, extensive documentation, and a cooked public demo to command that value. Least imho.
Just bought it. Regardless, as a noob the jump start was well worth it. Seems to be pretty high quality, though i haven’t been able to figure out how to lock on.
Ok this looks like a realy cool system but there is no video on it and i am not realy interested in the meshes but the system so please upload a video demonstrating features thanks
Unbelievably amazing. Thanks for all the hard work you put into this guys. I would have spent months searching the internet for random tutorials trying to figure all this out. Now I have all the info in one spot, plus an awesome dungeon set. Can’t figure out the lock-on system though. Did it not make it into the set?