Renegade System - Third-person Shooter N Driver

old thread (cannot post there)
https://discussions.unity.com/t/renegade-project-drivern-shooter-system/673134

documentation
https://rawformula.gitbook.io/renegade

NEW
two-hand shooting using Renegade.pointAt
[both same / different target. move by weaponLoco on/off]

weapon_twohand
aiWeaponMX / sensorDX / weaponMX

pathfinding through node-sets
pathsnodes

aiChopper chaser
idle within shooting range / simple obstacle avoidance
aichopper

update should come this week

  • now all transport and store spots can be configured separately (what type of ware)
  • driveCX: config pref spot: trunk/transportMX/storeP
  • actionDX.trade: exchange to transport spot (uploadP: hand/assetsMX/transportMX/trail/trunk)
  • storeMX: uploadP :pre-setP or find based on available/conditions
  • camera: simulated handheld
  • getup bug fixed

transport2

added trunk interaction
picking up object > placing into trunk > removing from trunk
[there is a second backpack already in trunk]
trunkinout

so the update is up
rc3

known issues:

  • with the introduction of sectors the tasks using spline-based pathfinding is broken.
    separately the node-based and spline-based pathfinding works, but making them
    work together might not be easy to do.
  • there’s some blending issue in startmove states which have 2-step startrun mixed w 1-step startwalk anim.

progress since then:

  • fixed dialogue repeat bug
  • added foot sounds. this is not the usual animation-event method, but uses foot positions.
    stepsounds

the fightMX animation is fully scripted now

added keyboard control for fightMX and swordMX
demo

added animation switch (overrride controller)
can switch single animation or a set
anmSwitch

reworked horse riding controller (without rider for now)
using Battle Horses

horseRideCX

DEMO
https://www.mediafire.com/file/7iugjqp3qjgkdqb/HORSE.ZIP/file

aiWalkerCX upgrade.
switched to class list from class array.
the tasks are divided into two types: pathfinding tasks (nodes/splines/direct) and constant tasks (find/attack etc).

was thinking about executing task while doing a task, but
looks like the final version will be simply stacking tasks.
also adding schedNext for chaining scheduled tasks.

decoupled scheduled settings from methods that set up tasks so other logic can govern them too
and also nodes and splines based pathfinding is better separated

these examples show tasks of

  • task go to: walking to target
  • task find: a car + on reach: get in
  • initiated if task find executed: task drive to
  • initiated if task drive executed: task go to

(the first example shows ai walking to the car and get in, and driving is keyboard input from then on)

future: obstacle avoidance, walking around car should be better

this demo is available at
https://www.mediafire.com/file/9ja4n63iuzmpymu/TASK1.ZIP/file

director

director3

director4

director6

director7

2025.1 demo
paws1b2

paws1c

https://www.mediafire.com/file/hzj0zypog7fgqpt/PAWS1.ZIP/file
:not every button works, no gamepad yet
camCX orbit got zoom by scroll

added breakdance controller for Renegade
https://www.mediafire.com/file/886513xbe4bttp5/PAWS2.ZIP/file
M - Z, A - L > toprock dance moves
L CTRL + M/N > floorwork
TAB +M > freeze
dancea

the physical wheel demo
https://www.mediafire.com/file/z87ekftuewirtbk/MONSTERTRUCK.ZIP/file
monstertruck

grab has been rewritten, simplified and extended
Renegade.grab > gripStand, gripJump, gripRagd
meth.seize [gripStand]
gripstandseize

meth.clutch [gripJump]
gripjumpClutch

this might differ version to version, but for jumpGrab
the fixedTimeStep good value seems to be lower than 0.008888


a bit ot showcase / tutorial about how signal works
(in this case executes Renegade instructions [ins.getUp etc])

trigSignal >> actionCCX >> Renegade
on triggerexit gripRagdON action

JUMPS DEMO
https://www.mediafire.com/file/1dmt8ayryra12ip/SUMOJUMP2.ZIP/file
added:

  • direction to input
  • diff height tolerance for jump-off (so doesn’t go to fall state) : jumpMX.config.maxJumpPAboveGround

arrow keys + space
jumpDir_sumo

going through the scenes for the 2025.1 upgrade

modified avoid system to use extents
https://www.mediafire.com/file/5vlpy7w63senf72/CLICKNWALKX.ZIP/file
aiwalkextents

the previous one worked 60% of the time, this around 85%. [can stuck in edge cases]
the vehicle driveCX supports mesh and skinnedmesh too for extents
supports nonuniform scaled objects

also added landing on one-foot-type land
it doesn’t have a big benefit, but it’s a possibility
it uses actionNext to fade to runF
landone
the stair system not good, max what is in scene
https://www.mediafire.com/file/bpdghj6tlg93scw/basicACTOR.zip/file

for the next update, price will be reduced

jumpClimb rotate towards target point
jumClimbR

sceneDesignMX upgrade
https://www.mediafire.com/file/hymcua5jv7j8fdv/SCENEDESIGN.ZIP/file
sceneDesignMX

now gamepad config can be saved as json (or playerprefs).
chopperCX works w keyboard and gamepad simultanously (like driveCX).

helicopter battle demo
(barebones, no target seek)
https://www.mediafire.com/file/d81kfocmrd604h1/HELIATTACK.ZIP/file

a bit of code update for some jump behaviour (especially grabLedge and runStop after fall)

jums001

jums002

jums003

now have to check the scenes in newer unity versions and can submit the update

found an issue with TASKS created from dialogue [now working]
more info about tasks

physics of vehicles (driveCX and chopperCX) had to be configured for new unity versions
got the driving pretty close to 5.6 in 2022.3

great news:
driveCX can use other controllers for driving, while keeping other features of driveCX intact and usable like enter/exit, collision damage, door/window, transportMX etc
tested with Semi-Realistic Car Physics, ai driving not supported yet (but the bridge through driveCX is set up)