AI Warrior[Released]

Introducing:


Asset Store: Unity Asset Store - The Best Assets for Game Making

AI Warrior : is an Artificial intelligence package for those that are looking for a dynamic, well rounded, and robust solution that will get their game noticed.

AI Warrior is an approach to making enemies in as Non-Hardcoded, or predictable a manner as possible, by making many features optional, and using groups of effects and settings that work being controllable, yet, random in their execution.

The idea is to use, and indeed put to work all those assets gathering dust that most of us are guilty of buying, and not using in a systematic, functional way, be they, animations, models, music and sound fx, or Particle effects.

AI Warrior Current Features:

-Melee and Ranged Combat
-Can set between 1-5 Random Attacks, and 1 chase attack, or Random Chase Attack.
-Guard Position, Wander, and Patrol Waypoints.
-Dynamic Jumping and Teleporting
-Weapon Switching.
-Enemies can be stunned, and are evadable
-Enemies can retreat, search and give up.
-Ragdolls Supported.
-Get Hit Directional Anims Supported.
-Use Root Motion(Optional) Supported.
-Enemy can be Knocked back.
-Robust use of particle effects for various actions
-Mecanim, and Generic rigs supported.
-Use of Sound Fx for various actions.
-Encounter and Victory Music support.
-Dynamic Messaging system for triggering events with any game manager.
-Dynamic Projectiles, Mines, and Smokebombs.
-Can set scripts on an AI Warrior to be disabled on Ragdoll, and Death.
-Creation Wizard, Preset Menu
-Debug to Console option
-Can view Action Ranges, and Raycasts in Scene view option
-Easy to understand Variables, and Full Source Code
-Video Tutorials(With more to come!)
-Future Videos Featuring Assets and Developers I support**, and that have contributed to bringing AI Warrior to you**.

Youtube Tutorial Playlist:
AI Warrior Tutorials

Full Roadmap of features to come, with Teams, HeadShot/One Hit kills, Lurable, Trappable, Stealthkills, and Non-Agressive NPC’s, just to name a few.

Pending the success of AI Warrior our flagship asset, planned compatible systems are already being developed by Kurotatsu Studios LLC that will work independent of, or hand in hand with one another.

Thanks for your time,

Dan Trussell
Kurotatsu Studios LLC

Documentation: Dropbox - Error - Simplify your life

Here’s the Damage and Healing Document for anyone uncertain how to damage an AI Warrior, or needs to know what api to use in their current system to send damage to them.

The featured asset video below is the first to show what can be created with AI Warrior, and other Premium assets I support, as well as their authors I believe in( and acts as a proof of concept of the right tools in the right hands).

Featured assets:
AI Warrior from Kurotatsu Studios.

-ootii’s Motion Controller, Sword and Shield Pack with Adventure Camera.
-Adam Goodrich’s Gaia, Gena, and Pegasus.
-3D Forge’s Village Exteriors Kit.
-Shpakivnia’s Hair Tool.
-Guzu Cloth Editor.
-kripto289 Mesh Effects.
-Mirza Beig Ultimate VFX

Authors listed below will be featured in future videos:

-Characters Creature (Pack) Maksim Bugrimov (The red Juggernaut is a custom retexture.)
-Kunoichi - Ninja Character, Hideout Studio
-Japanese Storehouse Pack, GabrielMGuimaraes
-Epic Asian Audio Bundle, Evil Mind Ent.

2895331–213170–AI_Warrior_Users_Guide.pdf (1.97 MB)

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I don’t own the Third Person Controller by Invector, but I get the impression that plugin would work very well with this NPC AI.

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It would as a fact, so long as you were sending the correct damage message.

Once I get the ball rolling with AI Warrior, cross compatibility with a long line of existing solutions is scheduled.

I finished the initial documentation and added it to the Original Post.

Enjoy!:wink:

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Added new video for the Updated Creation Wizard, to make it easier to use generic rigged models.

Regarding the poll at the start - I’ve (literally just before Christmas) moved up to 5.3.4 :slight_smile:

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I know what ya mean, Unity 4 was out a year before I stopped using 3.5 back in the day.lol

you sound like me, I just moved to 5.4, but keep 5.3, since I see to many issues with Unity newer builds and dont want the headache since I’m near my beta release. We hope:)

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it looks nice i will keep my eyes on your projekt

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Thanks, I appreciate your taking the time to check it out.:slight_smile:

I’m working on a featured asset video as we speak, I will be posting soon.

No worries I have the channel already marked for news.

I have now watched all videos, I do not know how far your current version is but a few questions I would have.

Is there something like an aggro range, for example if one is close to the opponent is say 2 meters that he attacks you automatically?

Will there be a monster spawner? Where you can adjust when and how many opponents spawn distance, etc.

How it looks with monster / opponent strength, experience, loot, for all LVL strength … etc

You see I’m very intressed

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I’ll add that as an option. I’ll put in this afternoon, and once this goes Live on the store, I’ll update it.:slight_smile:

Here’s the current spawner that comes included, you will be able to see it in use in my next featured asset video, and I’m working on a spawner setup video as well.

The way it works is that you put in an AI Warrior(or any spawnable enemy) as the boss and he spawns at the main empty holding this script, then you can parent as many empties as you like to it, and spread them out, and select them drop them into the Spawn Positions array, and this will spawn a bodyguard at each of these points.

I have an option for Look at player, under spawn rotation, that will give you that instant aggro you asked for too, as they’ll all spawn and see the player and jump into battle.:slight_smile:

2900316--213498--SpawnerAI_Warrior.PNG

An important question still how does it look with multiplayer and several players how does the AI here?

They should attack anybody they see with a “Player” tag, as far as, multiple targeting players, or closest goes, I’ll look into it when I start on the Team/multiple tag aggression functionality which is on the roadmap…

I may have them do a find closest Main Target Tag check on their GetHit state, I’ll have to think on it.

What do you think of an aggro system:

The one the most hurt of the will be the highest postion and attacked the number 1 in the list advances the next target

Those are things I’m thinking about, which is why I am thinking of doing a check in the getHit state, but I need to make sure I’m conscious of not bloating updates up doing constant unnecessary checks.

I’ll work it out, you can count on it.

yeahh sounds good

@Twoonebe ,

I just finished uploading the Spawner setup video.:slight_smile:

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looks nice

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When do you think this asset will be available? One hit head shots+1 great for zombies. Also is it possible to have more than 5 attack animations? Walk animations? Run Animations? This can create great variety in your enemies. The reason I ask all this is because I own my own motion capture rig system and I make all my own animations. I like to have a wide variety of animations for things like attacking and running ect… This create a more realistic game if everything is randomly playing different animations.

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