Intense Shooter AI

Intense Shooter AI v1.3

Real Time Goal Oriented Action Planning with Unity
New Generic Character Controller System
New Goap Planning logic
Check Forum Thread for more info

Main Features

  • Advanced real time goal oriented action planning system
  • Physics based Locomotion System without root motion
  • Generic Gear System, gears are controlling the characters
  • Weapon and Throwable Gear Systems
  • Simple action/goal/sensor etc. scripting - Fully rigged 2 Shooter prefabs.
  • Various Character Control Systems
  • Sensors/Systems/Actions/Goals are scriptable objects which can be created in the editor mode for different behaviours of the same agent.
  • Various optimize options.
  • Example scene.
  • Many debug options.
  • C# code
    You can also buy IntenseTPS to get this asset for free.
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ChangeLog V1.3 (Main Changes)

a-Goal oriented action planning

-Goap logic of AI is much better now.

-All of the actions,sensors,systems etc. are improved.

-Planner chains actions starting from Goal conditions now. This gives much more flexibility to planning…

-Actions can request different preconditions according to agent’s conditions at the actual planning time, they can also -store imformations at planning time and then use those informations when the action is activated if they exists in -the final plan.

-Planner can chain all kinds of actions if requested while planning and more than once if needed. This behaviour is used on GoTo action of AI agents. There is not enough action to showcase this for now though but you can take a look at the action scripts to get the idea of the new planner action chain logic.

-Runtime cover checking sensor is available now.

-Enemy sensing is much better now with the new enemy manager sensor.

-Some sensor-action etc base classes implemented to help developing new ones easier.

-Blackboard is improved & used more efficiently

b-Subsystems

-Character control systems are redefined now and completely reusable.

-Throwing and weapon systems are defined by using these controller systems.

-Seperating them from one another opens up many opportunities. You can create new character controlling mechanics just by reusing them.

-Usage of those systems can be described with a basic example from the project:

-If a character wants to aim weapon, weapon’s character driver (also new feature) asks various controller systems for new controller objects it needs, like look ik controller. Then it says that character should look at enemy or forward by using this controller.

-So by using look ik character control system, you can create new behaviours like looking at friends, points of interests etc.

-This kind of behaviour was started to be used in the previous versions but now all of the systems are seperated and redeveloped for flexibility & reusability.

Some of the character control systems are :

-Gear manager

-Weapon manager

-Throwable manager

-Capsule collider manager

-Cover manager

-Locomotion manager

-Animator layer weight manager

-Limb ik manager

-Weapon & throwable managers are just modified versions of the new base Gear Manager system, this system is defined to make characters use different types of weapons/throwables etc. simultaneously. Even superpowers can be implemented with the new gear system when the need arises.

-You can discover more about the new gear-character-control logic by checking the weapon/throwable driver scripts.

-Basically you can define all kinds of different character controlling gears by implementing new gear(weapon,throwable etc.) drivers if you need. When you get the logic behind it, the things you can do with it, is unlimited.

-Locomotion manager is not using root motion now. It works smoothly both for input and navmesh and very easy to change locomotion behaviours at runtime with its controller object.

c-General

Environment tagging are better now. Its using unity scriptable objects.

Character objects like weapon grenade bullet etc, have item id’s now and all of them are instantiated at runtime by using ids.

Scriptable object instantiator window is more generalized now as there are much more scriptable objects you can use.

Weapons & throwables are reading character positioning data from xml files now. New scripts are defined to help you make the new characters use available gears quickly and save everything at runtime.

Debugging scripts are improved, and new ones added.

Interesting stuff.

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You can check *this *and this reference for more information about the system.

Picked this up. Seems really solid. Some questions:

  • Are there examples for setting up a player character?
  • How would I make the A.I. take cover behind objects?
  • Any plan for integrations for the popular controllers like Third Person Controller, Motion Controller by Ootii, UFPS, etc.?

More videos and documentation related to these would be nice.

AI cover system will be included in the next update. That is the plan.
Integrations to other projects may be available if there are enough requests.
More videos like tutorials and demonstrations will be available soon.

Hey Techcloud,

I’ve recently been looking at using Unity to make the game that I’ve always wanted to. A long, long time ago I actually came up with a similar AI concept. It never left the drawing board, due to monetary/development time constraints. But I am very happy to see that you are actually working on one of the things I am most interested in. Once I nail down my core game concept and get to work I will be picking this up.

Obviously, you are under no obligations here. I would like to know if these things are possible now, if they may happen in the future, or not at all. If they are not I may just end up coding it myself, but you’d probably do a better job.

1.) Cover (which you said being worked on, so great). This is a big deal for me.
2.) Quick melee. I like to have my AI activate a melee attack before reloading in CQC. It just feels more realistic.
3.) Hazard identification. I also like to have my AI be able to use hazards in the environment. Like explosive barrels near the player, etc.
4.) Flanking the PC. I know this is a difficult one, but it is also one of my favorites.

Anyway, I have no idea if any of these things are already included or in the works. I just wanted to know ahead of time.

I also have a related question. I am new to this whole concept of purchasing and then integrating different people’s pre-built work into a game. Historically, I’ve done design and coding. But never had to take two systems not really made for each other and incorporate them. How difficult is this going to be for me to integrate into Realistic FPS Prefab? I am confident I can do it, even just learning C#. I have years of C++ experience. I’d just like to know what I am getting in to here.

Thanks.

Currently next update is being improved, it will take some weeks though as I’ve just focused on this…My plans for shooter ai’s are similar/same as the ones u mentioned… One melee hit sample action is already in the project. Using environment objects is not very different than the actions available, but I will try to include features like that in the next update. Flanking player would work better with team. Team orders hasn’t added yet, but team orders like flank-cover etc can be given only by playing with goal priorities(just an idea) by a base-parental system. I can try to include it on later updates.

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Nice. Thank you for the speedy reply. I am not too worried about the flanking. I can set that up. Thanks again.

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Amazing work. Looking forward to further updates!

Hello. Can you define your own actions and goals in this asset? I’m just looking for a GOAP framework. Not really using it for an FPS game. If it’s a generalized framework, that would be great.

Is this compatible with Apex path? I know some AI solutions are not.

Is there a web demo ?

Would it be possible to add in AI communication in some future update???

EXTREMELY LATE EDIT: Would it also be possible to create a doc or tutorial on how to swap out animations or use our own anim controllers (When you have the time of course)

Is this compatible with either easy weapons or rfps?

Hi there. Very interesting. Have you thought of integrating with Ootii’s Motion Controller? I’m pretty sure that if you talk with Tim, he’d be interested in helping with it.

Hi,

About map generation there is lot of parameters and this would need a proper video tutorial also.

I have an issue because it seems the baked data seems not to cover higher surface, how to set up map parameters to cover heights like bridges or stairs ?

The kit is good, but it has so much features, it really lacks detailled video tutorials about how to set up and explaining all available features.

I am trying to figure out how the MapAnalyzer works. I created an empty scene with just a plane and one roadblock, all settings are the same as the examplestage. But somehow, the MapAnalyzer does not seem to recognize the roadblock as cover. Can anyone help me?

EDIT: I found the solution. The Roadblocks in the example stage did not have a collider in my new scene (for some unknown reason) and the layer mask of the analyzer actually specifies which layers to look at, not which layers to skip. Furthermore, the layermask of MapAnalyzer requires to see both the ground layer and the cover layer.

Next version will be out in the next weeks. Agents will find cover positions at runtime and map analyzer will be removed.

Btw, You can get quicker replies if you ask your questions by email.

You can’t expect people be confident on your product when you disappeared one year no more responding to the fourm :roll_eyes:

The issue with mail support is that other buyers won’t get access to solutions and informations you can give while forum allows that.

Meanwhile i baught this one that looks the best Tps cover system actually and it gets continuous support.
https://discussions.unity.com/t/665536
It’s more simple to use and understand with only needed parameters.

While your plugin is over complicated with too much settings for AI, and video tutorials are lacking.
Another big downside on your plugin is characters setup and animations is too complicated to get it working with our own characters.
Anyway nice to see you back, and perhaps i’ll try your new version lol

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I like this system and added some behaviours of my own, but sometimes after a change the AI cannot seem to find its weapon anymore and everything gets bugged (the arm positions are weird and the AI sometimes still shoots despite lacking a gun). I cannot predict when this happens and it is a pain to fix. Has anyone else encountered and solved this?