Hey [MENTION=16530]hamsterPL[/MENTION]
OK Flying bot/AI "no, it does not using any navmesh", it's uses splines movements, it`s like an railroad system, all right. But there any chance to implement something like the flying bots to react to the player presence in a more realistic way, searching for enemy players ID, moving up and down Including diagonal movements, and rotating to facing the enemy player direction using behavior tree, tasks and EQS or perhaps configurable volume for reacting to player (presence, movement or attack) using splines pathfinder for searching, patrol and moving along predefined way-points. I would love to see something like this in the Third Person Shooter Kit. There are any chance to implementing something like this in the Third Person Shooter Kit or developing another marketplace asset? Because, I think, the way the flying bots shown in the showcase video, behaves better for a side scroller game, and it's very strange for a TPS or FPS.
And bots changing weapons, looking for and reacting to pickups would be a very good shoot.
Thanks for your attention.
-Luny and Splines pathfinder for flying bots feedback
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hamsterPL repliedOriginally posted by lunyBunny View PostHi [MENTION=16530]hamsterPL[/MENTION]
I intend purchasing it very soon. But I have some doubts, suggestions, ideas. I do not know, maybe you have already implemented it.
About the ai class jumping obstacles, it`s a very cool implementation. Is it done using jumping properties inside character movement component in ai parent class, and works in the same way as the player does, handling a action event, using Jump + JumpZVelocity nodes, but this time stated in ai parent class?
And flying ai, Is it a Six-DOF path-finding and navmesh combination?
One more question:
Players can collecting ammo, weapons, health, correct!
Is possible make the ai pawns behave in the same way as the human player (regarding to pick-able items) by changing weapons, also collecting health (when in low health), ammo or a new weapon (when in low ammo). And dropping weapons and ammo when killed by player?
Sorry for the various issues covered.
-LunyThere is variable "Launch Character" - If set to true, AI will be launched with given velocity. If set to false, AI will trigger normal jump
Flying bot/AI - no, it does not using any nav mesh.
AI pawns collecting pick ups - yes and no :P AI pawns now dont react for pick ups at all. Well simple collecting should be easy - you just need to change collision to react on AI mesh. You can also easly set amount of ammo for AI. As for separate looking for a pick up - it's more complicated and need to be designed - when AI should look for pick up? Which is more important? What if another AI is running for the same pick up? And so on, so there is a lot of cases to set it up properly and it could take some time.
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lunyBunny repliedHi [MENTION=16530]hamsterPL[/MENTION]
I intend purchasing it very soon. But I have some doubts, suggestions, ideas. I do not know, maybe you have already implemented it.
About the ai class jumping obstacles, it`s a very cool implementation. Is it done using jumping properties inside character movement component in ai parent class, and works in the same way as the player does, handling a action event, using Jump + JumpZVelocity nodes, but this time stated in ai parent class?
And flying ai, Is it a Six-DOF path-finding and navmesh combination?
One more question:
Players can collecting ammo, weapons, health, correct!
Is possible make the ai pawns behave in the same way as the human player (regarding to pick-able items) by changing weapons, also collecting health (when in low health), ammo or a new weapon (when in low ammo). And dropping weapons and ammo when killed by player?
Sorry for the various issues covered.
-Luny
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FastGamerr repliedAs far as I can tell, both the skeleton for ThirdPersonoKit\SK_Mannequin and the Trooper have the same ShotgunSocket (with the same name) in the same location of the skeleton. But I'll try that debug - shot trace, thanks!
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hamsterPL repliedOriginally posted by FastGamerr View Post
This kit still remains, IMO, the best blueprint base currently available on the marketplace. Sadly, my stuck-in-the-early-2000s game editing skills have resulted in issues like switching to aiming mode next to walls let's you see through them (gotta learn how to use blocking volumes).
One issue has been bugging me, though (as seen 'round the 0:39 mark in that video). I've changed the player model to the Matinee Demo one as per the instructions in hamsterPL's tutorial, but now the shotgun has been rendered somewhat useless since it seems to fire inside itself.
As seen here:
[ATTACH=CONFIG]135655[/ATTACH]
So the muzzle flash appears in the correct place and I think the sockets haven't been changed either, but the shotgun pellet itself gets fired from the middle of the shotgun. I've tried to edit the player blueprint and the guns' skeletal mesh properties to try to fix the issue, but haven't succeeded.
Any idea what I might have overlooked?
Originally posted by arnesso View PostIt looks really awesome
Let me ask, how difficult would be make this kit capable for multiplayer or coop project? I know i should create spawning and matchmaking, but other tutorials could be enough which deal with mutliplayer functions?
Thanks
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FastGamerr replied
This kit still remains, IMO, the best blueprint base currently available on the marketplace. Sadly, my stuck-in-the-early-2000s game editing skills have resulted in issues like switching to aiming mode next to walls let's you see through them (gotta learn how to use blocking volumes).
One issue has been bugging me, though (as seen 'round the 0:39 mark in that video). I've changed the player model to the Matinee Demo one as per the instructions in hamsterPL's tutorial, but now the shotgun has been rendered somewhat useless since it seems to fire inside itself.
As seen here:
So the muzzle flash appears in the correct place and I think the sockets haven't been changed either, but the shotgun pellet itself gets fired from the middle of the shotgun. I've tried to edit the player blueprint and the guns' skeletal mesh properties to try to fix the issue, but haven't succeeded.
Any idea what I might have overlooked?
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Arnesso repliedIt looks really awesome
Let me ask, how difficult would be make this kit capable for multiplayer or coop project? I know i should create spawning and matchmaking, but other tutorials could be enough which deal with mutliplayer functions?
Thanks
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hamsterPL repliedOriginally posted by wortek View PostHi again Marcin,
Little by little I am studying the blueprints of your kit. I have one question thought. When you will have a spare time, can you make a tutorial on youtube how to add animations for weapon switch. It should be fairly easy, what I am after is when you press E key, not only wepon changes in hands like it does now, but before it changes the animation would need to play. You can use the same animation that is currently used for reloading. Just how do I make this anim play before the weapon actually changes in hand when you press E key.
If you could do this tutorial in your spare time, that would be great.
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wortek repliedHi again Marcin,
Little by little I am studying the blueprints of your kit. I have one question thought. When you will have a spare time, can you make a tutorial on youtube how to add animations for weapon switch. It should be fairly easy, what I am after is when you press E key, not only wepon changes in hands like it does now, but before it changes the animation would need to play. You can use the same animation that is currently used for reloading. Just how do I make this anim play before the weapon actually changes in hand when you press E key.
If you could do this tutorial in your spare time, that would be great.
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SE_JonF repliedOriginally posted by hamsterPL View PostThank you! I would like to add new features to kit, but unfortunately I cant due legal reasons - I had to sign NDA that dont allow me to do this. I wanted to make all in one package but didnt have enough time to add multiplayer.
Thanks for the explanation. That's totally fine, as you said you pretty much did make an all in one package. I look forward to purchasing this soon. =)
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hamsterPL repliedOriginally posted by SE_JonF View PostI haven't purchased this yet, but I plan to. I've been waiting a long time for something like this to come to the marketplace. You not only did it, but you included a comprehensive set of features. As someone mentioned earlier multiplayer/co-op support on this would be the cherry on top - but even without it you have a very valuable pack here. The support I've seen you provide in the thread to your customers is also reassuring. Do you have any plans for feature updates out of curiosity? Keep up the amazing work, and congrats on winning the top pick! =)
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SE_JonF repliedI haven't purchased this yet, but I plan to. I've been waiting a long time for something like this to come to the marketplace. You not only did it, but you included a comprehensive set of features. As someone mentioned earlier multiplayer/co-op support on this would be the cherry on top - but even without it you have a very valuable pack here. The support I've seen you provide in the thread to your customers is also reassuring. Do you have any plans for feature updates out of curiosity? Keep up the amazing work, and congrats on winning the top pick! =)
Leave a comment:
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