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    #16
    Quick update: The test demo game with ProAI is now ready for download. This little game is showing a battle event with mechs. It is using ProAI for the AI and grouping of the spawnmanagers. The timer and level controlling is part of the mech game, and not implemented to ProAI. Evrything other, have to due with AI is using the original ProAI, without any changes of the code. Of course, the mech models are not content of ProAI too. But at least, it is showing you, how easy you can use other models for ProAI.

    Have fun by playing the mech battle event! can you beat my high score of 525 seconds?

    Hers the download link: http://www.game3d.ch/PROAI/Alphatron_ProAI.zip

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      #17
      The files still waiting for a release date.
      All the tests I did with ProAI are working very well. At moment I work at a 2. level for the mech game, where I been testing Proai with it. Once i be done, i will update the test demo game for ProAI.
      You can download the little game here : http://www.game3d.ch/PROAI/Alphatron_ProAI.zip

      This demo content the original ProAI, without any changes at it, except that it is using other models, and an other player character. But it also would work with the characters from the kit.
      One of the ideas, of this demo, is also to test different models with ProAI and how easy they can be build with the kit.

      If you have any questions, ideas, ond others, you could use this thread, or send me a mail to game3d@game3d.ch

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        #18
        [MENTION=42339]GAME3D[/MENTION] how flexible is your AI would i have to spend much time adapting it for a survival game? like animals and a few zombie type AIs thanks.

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          #19
          Originally posted by OverRated_AU View Post
          [MENTION=42339]GAME3D[/MENTION] how flexible is your AI would i have to spend much time adapting it for a survival game? like animals and a few zombie type AIs thanks.
          Hello,
          This should be easy with ProAI. You could use invisible melee or invisible projectile, or both together for making damage, if you'r animals need to make damage. The basic AI player, into the pack is very flexible made. In most cases, you just can use this basic player, and then making instances of it, add a other model, and make a animation bp for the new model. If i make a new animation BP, then i most just copy past the code from the basic AI player, and only change, what is need to change for the new Model/AI. There are also some notifiers into the animations BP (attack animation montage) it needs to take care, if you make a new animation bp. But realy easy to handle all this!

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            #20
            While we still wait for a release date for ProAI, you could download the demo game for ProAI : http://www.game3d.ch/PROAI/Alphatron_ProAI.zip
            The game is using the standart ProAI with an other player and different AI models, based on the basic AI BP from the pack.
            The demo game now content 2 Levels. If a level get done, it unlock the next level.

            If you have questions about ProAI, send me a mail to game3d@game3d.ch or just use this thread. Thanks for reading and playing the demo!

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              #21
              Looks cool (and you made my day with your 'dead' sound )
              Linkedin | ArtStation | -SCIFI 'PROPS' PACK- | -SCIFI 'POPULATE' PACK- | Shooter Game Tutorial | StarDrop

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                #22
                Beautiful, stunning evolution [MENTION=42339]GAME3D[/MENTION]
                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
                Last edited by lunyBunny; 06-30-2017, 09:19 PM. Reason: IA to AI
                lunybunny.com
                lunybunny.com

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                  #23
                  Originally posted by lunyBunny View Post
                  Beautiful, stunning evolution [MENTION=42339]GAME3D[/MENTION]
                  IA 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 Luny
                  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.
                  Last edited by GAME3D; 06-24-2017, 09:11 AM.

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                    #24
                    Today, ProAI got released !

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                      #25
                      wish i could get my money back from your old AI system that i never use

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                        #26
                        Hi Game3D

                        ProAi is Excellent and lots of fun.

                        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!!!!!!!!!!!!!!
                        Last edited by lunyBunny; 06-30-2017, 09:39 PM.
                        lunybunny.com
                        lunybunny.com

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                          #27
                          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.
                          Founder and CEO of Angry Penguin Studio, LLC
                          Dallas, TX USA
                          https://www.facebook.com/AngryPenguinStudios

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                            #28
                            Originally posted by AP_Studios View Post
                            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
                            .
                            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.

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