Tactical Shooter AI - Asset Store Pack

AN ANNOUNCEMENT

Hi everyone. As you may have guessed from the general lack of updates recently, my life has become increasingly busy to the point where I am no longer able to continue maintaining the package. I’ve pushed it longer than I probably should have, but now I have made the final decision to deprecate Tactical AI from the asset store.

WHAT DOES THIS MEAN?
Tactical AI will no longer be available for new customers to purchase. Unity should still allow existing users to download the package.

WILL THERE BE CONTINUED SUPPORT?
I am currently still supporting the package at the time of writing, but I don’t know for sure how much longer I will remain able to do so. If you have a question, it’s best to ask it sooner rather than later.

CAN I GET A REFUND?
If this news means you would no longer like to use Tactical AI, you may contact me for a refund. Please include your invoice number in your message. Refunds will be given on a first-come-first-serve basis and I cannot guarantee their availability. At the moment, I am not putting any hard limits on refund duration, but just as with support, if you want one, sooner is better than later. Additionally, if you purchased the asset on or after April 19, 2019, you may contact Unity directly for a refund.

Finally, I’d like to thank everyone who’s supported the package over the years. It’s been really awesome seeing all the cool things you guys have been making with it. Good luck with whatever projects you create next!


Feature List

-Full cover system which supports cover that is both pre-marked and found automatically at run-time. Enemies flank, fall back, and advance to maintain an optimal tactical position.

-Battlefield interaction! For example, an agent may blow up an explosive barrel when enemies are nearby or knock over a table to create cover!

-Advanced tactics! Agents can coordinate flanking and suppressing fire in order to attack a position. Strategies can also fall apart if the commanding agent is killed.

-Customize agents to develop radically different units. Create tactical special forces, shotgun wielding berserkers, and careful snipers.

-Multiple movement animations! Agents canleap to the side to dodge an attack, leap over a gap to get to a destination, or vault a short wall in order to take cover behind it.

-Easily integrates with UFPS. Also includes integration instructions for RFPS.

-Robust damage system! Agents can take different amounts of damage if hit in different body parts, and can be staggered by strong enough attacks!

-Grenades! Enemies can lob grenades to flush enemies out of cover.

-Agents can fight on multiple teams, with or against a player.

-Agents can focus on priority targets!

-Combines pre-made animations with procedural aiming.

-Agents can use melee attacks at close range!

-Rapid set-up with included editor tools.

  • Includes full, commented, C# source code.

  • In-depth 33-page manual.

Tutorial Videos

__https://www.youtube.com/watch?v=Pe3CNEs_P9M__

19 Likes

Wow amazing work. Great job man! The only thing I noticed that may need work is grenade avoiding. Maybe when a grenade falls within a certain range of the AI and if the AI is facing the grenade (Sees it land) then the AI runs for cover so many meters away.

After watching it a couple time, some AI did try to avoid the grenades, but some while already set on a path ignored them and walked right into em. That’s probably not something easy to change though with designated check for path delays and such.

Everything else is great though. Appears a lot of hard work and logic went into the AI.

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Thanks! Glad you liked it!

The grenades are tricky. The way I have it set up now is that, when the grenade lands, it sends out a warning, and all agents which are within x radius and have line of sight leave cover. Because of the way the cover algorithm works, they’ll pick another spot far enough away that they’re out of the grenade’s radius. The ones who are out of cover completely ignore it; usually they run out of range by the time it goes off but sometimes not. I might end up having them strafe quickly in the opposite direction of the grenade though.

If I was a better animator, I could have them roll/dive out of the way, but I’m not.

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Some of the best AI I have ever seen

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Any plans on implementing melee attacks?

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Thanks man!

Already done! I just can’t make animations because the Bootcamp soldier refuses to open in Blender. Instead they just mime shooting a grenade in the general direction of the enemy, but I left it out of the demo because, frankly, it looks awful. Obviously it does let you use a proper animation.

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Any updates on when this will hit the asset store? I am really looking forward to your asset. Looks very very promising.

All the so called “advanced” AI solutions on the asset store are just bad.

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It’s tough to say. Right now, on my “absolutely need to do” list, all I have is converting the scripts to C# and making an custom editor window that’ll streamline the agent creation process. Also, I need to create documentation.

However, one thing I want to do is enable users to execute their own code during certain events (taking cover, using a dynamic object, etc), and I’m not sure how I want to approach this.

I’m also really busy over the next week or so, which puts a bit of a damper on things. However, maybe a week or two after that? Depends on what life (and Unity) throws at me.

3 Likes

Thanks for reply. Can’t wait. Demo looks amazing.

C’mon guys show your love by liking his 1st post or replying with a comment.

We need to encourage squared55 as much as possible lol!!!

2 Likes

Just finished converting the scripts from to C# (I think I’ll only use C#; it’s way too much hassle to swap between the two.)

In other news, here’s a picture of an agent using a “table” they knocked over for cover! (You can see one that is still standing in the background)

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Got some work done on the editor tools:

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Hi squared55. Your ai implementation seems very interesting!

How easy is it to add extra behaviours to the ai by our side?

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Right now? Impossible, lol. I haven’t yet created any way to interface into the system.

I’m planning on making a class which you can inherit from which will have a bunch of pre-defined methods that can be called (EG: OnEnterCover(), OnDeath(), etc). I might also make it possible to just completely swap out the various scripts.

I also would like to allow you to create your own custom behaviors (ie: the AI sees a player, and then switches over to this custom behavior), but I’m not sure how I want to approach this yet.

Thanks for the reply.
It would be very useful if the user is allowed to customize it.

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What would be the ideal implementation for you (or anyone else who’s looking at this thread)?

I have no specific request about the method.
Some info on how we could modify or replace some scripts would be enough.

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Making interfaces for each class would be easy enough for me to do, and would accomplish that.

Out of curiosity, what behaviors were you planning on adding? Maybe I could integrate them by default.

Mainly: wander around, patrol, conversation, tower guard, panic, hide.

You know. All these little things that make an ai more believeable :slight_smile:

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This has got to be the best AI I’ve ever seen…well done!

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