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If I want to Attack together with Follow , how to do that ? Is it create a new state by merging Follow and Attack State script ?
Playmaker is great, but it miss great tutorials and some great FSM example. i.e. AI Behaviors( Melee Attack, Ranged Attack, Seek, Idle, Follow,...
It is great to hear that, so when you plan to release the next version ? btw, any new behaviors for the new release ? flock, wander and more.
I have two team of AI bot, is it possible to allow them to battle to each other ?
http://www.arges-systems.com is down for a long time, who know what happen ?
is it possible to save as human readable text format, e.g. XML or JSON ?
@xyber, thank for your long reply, I did what you suggested but passing a new ref instead of closeList. Just hope that you will put this feature...
MapNav.GetPath() cannot fulfill my need, for a very simple AI unit, I want it to pick a possible move randomly, i.e. which toNode can the AI unit...
why ShowNeighbours() does not return closeList ? it would be helpful to find which nodes can be moved in AI controlled player. btw, closeList...
apart from performance, I think it will be easy to have corrupted data file. How to avoid this ? e.g. ES2.Save(go1.name,...
sorry, what I concern is the performance of the read / write operation. As I have many Save operations to do.
ES2.Save(go1.name, "save.txt"); ES2.Save(go2.name, "save.txt"); ES2.Save(go3.name, "save.txt"); Is it have 3 write access to file ? if yes,...
Dictionary<,> is support but it cannot contains duplicate Key, So can you support List< KeyValuePair < string, string > > ??
If there is a class Unit.cs that is inherited from MonoBehaviour, it contains some public properties, such as hp, move, damage etc. Is it possible...
[IMG] the TNEMovementModifier seems have bug on the v2.6, I have set the value of Moves Modifiers to be 1 to the node indicated with blue...
I would like to calc the movement of unit that is depended on the unit properties and the node properties. As TNEMovementModifer is not...
@xyber, could you pass the root node to the function _ShowNeighboursRecursive ?
can you pass the starting node for the following function? It would be more flexible to calculate some stuff that depends on the starting node....
The TNEMovementModifier is a good start, but it is too simple. It now only support for TileType, can it support more, e.g. Unit Type etc. I...
You can move the Land unit under an Air unit with the same color. I just modified a bit for my need as I want the game to be much more simple,...