Update1: AI 4 Enemies is available at the Asset Store now!
Today I’ve submitted my new asset to the Asset Store. It’s created to give your NPC models artificial intelligence for creating close combat fighters and range weapons-user.
“AI 4 Enemies” supports animations, sounds, different damage modi like damage by calculation or by collision, obstacle avoidance, vertical height, combat fighter and range weapons-user, it includes a waypoint editor for complex patrol routes.
I coded it in C#, so I implemented some c# events which delivers informations for a better integration into games (for special effects, counters or what else).
A full demo scene is included in the package too. It demonstrates some functionalities:Play demo level.
More infos and tutorials you can find here: AI 4 Enemies
that sounds great To your question: at present it’s waiting for activation. I propose 85 US-Dollar. Considering the time I worked for it, I think the price is fair
I’ve uploaded a video tutorial on my website for an introduction into using AI 4 Enemies. It don’t explained all functionalities, but for an overview I think it’s better than nothing ;).
Maybe I make some videos more in future. So it would be great if you suggest points which I should explain
The prefab looks interesting, but I noticed that it seems an NPC AI can only be a ranged AI or a melee AI. Is it possible for an NPC to be both? So for example, it’s ranged AI for some distance, but if the gap is closed it converts to a Melee AI?
AI 4 Enemies got a small update. Among other things a script was added for demonstrating how to cause Calculation Damage to AI. This functionality was added to demo scene which you can play (see above), too.
you can adjust the walking speed of AI to synchronize the animation and the moving for a better looking. But the AI doesn’t supports locomotion at present.
I bought this, I needed help…collisions, hit points, waypoints…all that stuff…
I run all my enemies with locomotion.
I am still fine tuning…I believe without out a char controller and or motor,
smooth movement changes are going to be really hard to achieve.
as you can see from my attemp to use locomotion on a capsule collider w/ your controller…
merc_SciFiCity : 14Mbs | 6 enemys | no playmaker | no hits or dying
why not use it??? [a Character controller is WAY better than a collision capsule].
the class exposes so much more data…am I going to have to re-write it myself??
and please put in list arrays for pretty much everything…Die/Hit sounds/death animations
I also scrapped ALL the animation garbage…and instead am using playmaker to get all that enemy ai stuff,
the stuff I just am to lazy to write myself, into a state machine system, that is going to allow me so much more flexablility!!
ie, normal locomotion group | crouching locomotion group | aiming locomotion group | firing locomotion group
also…maby a retreat??? in playmaker I will look for a tag “cover” go to it, hit it and start a crouch state, a run/walk backwards aim/fire state.
say some stuff…set what they said and when they said it in a variable…so they do not say the same thing everytime…
Do you have playmaker and enemies 4 ai?? want my custom action?? GetAIConroller.cs??