Hey all, I have a few questions hoping to be figured out
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How are the units/numbers in the details panel for npc measured? For things like view distance, target consideration radius, other distance trigger and so on, I press the ’ key for debugging and then numpad 4 to see wire/outlines of colliders - but it doesn’t appear to adjust the distances to any number changes… is there a way to view these changes so I can accurately see what the distances look like? Right now, enemies in an alley way (if far enough will not be bothered by the player until the player enters a hard coded perimeter) (see attached image).
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I’m having a hard time figuring out the delay trigger and getting to work correctly, it’s meant to add a timed delay before switching between behavior types, and allowing however many seconds of deviation, right? So if I put 5 second delay, with 2 second random deviation it will choose any number from 3, 4, 5, 6, 7 and then switch to the behavior chosen from the drop down?
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Is there a way to have a short skype session with the dev to have some one on one assistance?
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Where do I control the attack duration of melee attacks - for example if I want the npc to up to the player to melee for 2 seconds, then flee how would I achieve that?
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I notice sometimes there’s a state change from melee to flee (how I set it up) and the melee animation will play while the NPC is turning (please reference this gyazo clip at 0:44 seconds)
Screen capture - 1c875471bc61a3faa5a757cc56491545 - Gyazo. The animation is a place holder zombie melee, but you can see when I jump over the npc - it tries to melee and turns away, looks odd… -
I’m checking out flying AI and out of the box they REALLY seem to be struggling by means of VERY twitchy movement. The human ai I have going so far show no problems like this so it got me thinking to check the AI Behavior project flying example map in an unaltered project, it works as it should. I’m using the right Player Tags for the airborne enemy to ID the player as a threat, but even on idle they won’t move to a random location - I checked and compared side by side both project/editor settings and saw no difference, I checked the AI itself to make sure and still find no differences. Is there a hidden variable somewhere that MUST be checked for the airborne AI to work with a modified player character? I have a nav mesh in my scene, but so does the example map and I saw in the notes that this was fixed in an earlier patch Please advise any solution to fix… Screen capture - d22104442db4b81b92d34dece3b8fc05 - Gyazo
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There seems to be an issue with getting “work animations” going using the default shooter ai/skeleton. Even in the ExampleRPG map where there are work station points, civilian NPCs work no problem, the NPC_ShooterEnemy won’t transition to doing the jumping jacks like the civilian will (yes, there is a navigation path), please see it in action here… Screen capture - e8b88fbdcac547a859f5d47b1ad73b27 - Gyazo
Thank you for the amazing pack, it’s slowly making sense with all the documentation and YouTube tutorials!