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[ON SALE 30% OFF!] The Most Advanced PlayMaker A.I. : Advanced Battle A.I.

Discussion in 'Assets and Asset Store' started by AIBotSystem_com, Apr 7, 2015.

  1. AIBotSystem_com

    AIBotSystem_com

    Joined:
    Mar 11, 2015
    Posts:
    48

    PLAY THE UFPS ADVANCED INTEGRATION DEMO!
    CAN'T PLAY? VIEW THE GAMEPLAY VIDEO!







    - The most advanced, and easiest to use battle A.I. solution for PlayMaker -

    Asset Store Link:
    https://www.assetstore.unity3d.com/en/#!/content/31067
    Beta Pricing: $39 (increases w/ each major update! Our current users have enjoyed it at $29).
    Frequently Asked Questions: http://www.aibotsystem.com/faq.html
    Video Tutorial (fast setup): http://www.aibotsystem.com/tutorial.html

    Mobile Performance Demo (Android APK Download): https://mega.co.nz/#!ewEyRJzZ!YL56azm2y4ykiWqwDMQr6eMajnndxpkDcK-tQVkI7mI

    WHAT IS THIS?
    A plug-and-play solution for making advanced battle A.I. in PlayMaker. Make any 3D model the child of our A.I. prefab and it will instantly come to life! Our pre-built FSM building blocks enable you to quickly create behavior trees inside the PlayMaker editor itself, right at home with the rest of your game logic. You don't need to program, or even edit the FSM graphs - simply tweak over 50 FSM variables for fast setup!

    INCLUDES 20+ DEMO SCENES! (Here's a few):
    Real Time Command-Move: http://tinyurl.com/nt8pqql
    Advanced Retreat Maneuvers: http://goo.gl/5yPDKl
    First Person Shooter Game: http://goo.gl/hdW0sI
    Basic Melee Demo: http://goo.gl/FiLwrt
    Bot Auto-Reloads Weapon: http://goo.gl/e31aKR
    Basic Tower Defense: http://goo.gl/w6tKmX
    Big Brawl (20 bots): http://goo.gl/QlGQ0M
    Capture the Flag: http://goo.gl/QAmRd1
    2D Platformer (Basic Setup): http://goo.gl/FrgEzR
    Neutral NPC Chatting (RPG Townspeople): http://goo.gl/tQum6y


    DETAILS:
    Beginners will love the way this lets them hit the ground running and learn advanced PlayMaker techniques. Advanced users will love the rapid development focus, modular approach, expansion capabilities, and smooth integration.


    High Performance (Ready for big battles!)


    Maximum Customization:
    - 50+ Editable Variables per bot
    - Easily integrate into popular game kits
    - Scriptable
    - Do everything with FSMs

    Awareness System:
    - Sight Awareness System
    - Hearing Awareness System
    - Line of Sight System
    - Environment data (global vars accessible to scripts)

    Health:
    - Built-in real time health data
    - Armor system/damage reduction
    - Global TakeDamage FSM event accessible by scripts/other FSMs
    - Health percentage calculations
    - Death animation slots and special effects

    Intelligence/Tactics
    - Dynamic Enemy Targeting & Tagging
    - Dynamic Chasing
    - Dynamic Retreating
    - Dodging
    - Taunting Enemy / Pre-attack actions
    - Reflex time and random time
    - Real-time commands
    - Rules of Engagement

    Animations
    - Mecanim Compatible
    - Advanced Animation Controller Included
    - Built-in Support for Multi Animation Layers
    - Humanoid Avatar Masks Included
    - Animation slots clearly labeled in FSMs for easy searching
    - On-hit effects and pre-built slots

    Movement & Patrol
    - Visual Waypoint Editor
    - Walk or Run Event options
    - Multiple Waypoint Patterns
    - Unlimited Waypoints
    - Random Wandering (non-Waypoint)
    - Dynamic Chasing
    - Multiple Patrol Patterns w/ options to engage enemies during transit
    - Dynamic Avoidance (uses NavMesh built-in avoidance to improve performance)

    Attacking
    - Ranged + Melee Attacks
    - Deals combo of ranged and melee damage
    - Trigger-pull speed/reflexes
    - Weapon reloading (A.I. automatic)
    - Attack animation slots ready
    - Taunts/Pre-attack actions
    - Random damage generation
    - Run-time modification
    - Weapon System w/ burst fire mode
    - Sniper weapon ready (instant damage)
    - 2 types of damage systems
    - Built-in projectile system w/ random damage generator
    - Exposed globals allows for script/FSM access

    Real Time Commands
    - 11 Built-In Commands Allows for Combinations of: Idle, Wander, Move, Attack, Hold, Patrol
    - Commands given through FSMs without any programming (though it is possible)

    Other Features
    - Built-in Random Spawn System
    - Built-in Name Tags (appears above bot)
    - Logical, commented, and modular FSM designs
    - Easy to access by scripts and other systems, game kits, etc...
    - Learn advanced PlayMaker techniques
    - 40+ Page Offline PDF Documentation
    - Bonus Camera Tour Creator
    - Bonus Tactical Add-ons
    - Example C# Scripts
    - 18 Example Scenes

    Expandable: Although programming experience isn't needed, you can use custom scripts to manipulate the FSMs. Example scripts are provided! You can also download or buy additional add-ons from our website to save you even more time. This AI framework is mainly geared towards battle A.I. and is only recommended for such.

    Recommended Uses: FPS, RTS, Action RPG, 2D Platformers that Use 3D Models
    Not Recommended: 2D Sprite-Based Games, Board/card games, any game that doesn't need battle A.I.

    Technical Requirements:
    - Unity 4.3+
    - PlayMaker 1.7+ (NOT INCLUDED)
    - NavMesh-powered project (your scenes must be Navmesh baked before bots will work)
    - Mecanim-powered Characters (needed for out-of-box functionality but not necessary)



















    Suggestions? Since this is beta, we'll be constantly improving the product. Comments/suggestions for future features are welcome!

    Support: This thread is not intended to be a support forum. For technical support, please email us instead. Thanks!


    =============================


    - We are the most advanced, and easiest to use battle A.I. solution for PlayMaker -

    Asset Store Link:
    https://www.assetstore.unity3d.com/en/#!/content/31067
    Beta Pricing: $39 (increases w/ each major update! Our current users have enjoyed it at $29).
    Frequently Asked Questions: http://www.aibotsystem.com/faq.html
    Video Tutorial (fast setup): http://www.aibotsystem.com/tutorial.html

    NEW MOBILE DEMO #1 (Android APK Download): https://mega.co.nz/#!ewEyRJzZ!YL56azm2y4ykiWqwDMQr6eMajnndxpkDcK-tQVkI7mI
    (This uses the same included Big Brawl scene, compiled to Android APK. For some reason, the Unity apk requests GPS permissions - don't worry, no information is collected/ sent to us.

    NEW UFPS INTEGRATION DEMO
    UFPS GAMEPLAY VIDEO
     
    Last edited: Mar 1, 2016
    Gozdek likes this.
  2. Licarell

    Licarell

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    Sep 5, 2012
    Posts:
    434
    How hard would it be for non-lethal weapons, like stun-gun, tazer, paintball, where the AI is knocked out or stunned, or in the case of lazer tag the AI is frozen for a set period of time. Or like a zombie game where the zombies are slowed down but can only be killed with a head shot or blow to the head?

    Other than the zombie, I'm looking for a less lethal gaming experience where we are not killing people all the time...

    BTW bought it! Looks pretty cool!
     
  3. Gua

    Gua

    Joined:
    Oct 29, 2012
    Posts:
    455
    404 page at http://www.aibotsystem.com/faq.htm

    it should be http://www.aibotsystem.com/faq.html to work

    Your capture the flag demo, has a lot of problems. Soldiers constantly shooting at walls and at nothing. When they captured the flag and going back to base, the are facing backward and moving Michael Jackson Moonwalk style. Alien dead bodies are sliding all over the place. It looks like a complete mess. :(
     
    Last edited: Apr 7, 2015
  4. AIBotSystem_com

    AIBotSystem_com

    Joined:
    Mar 11, 2015
    Posts:
    48


    Hi Licarell!

    Thanks for your purchase and props to you on wanting to make games where the focus isn't on killing people! You can definitely do that with our framework, although we don't have an example for that (perhaps something to do for future?). For your features, I imagine you can do something like this (these steps are given in the general sense):

    Summary: You basically create a copy of the standard bullet prefab and name it something like "Paintball Bullet." Then you modify the bot's Health FSM's logic for when Health < 0. Remove the self destruct functions and add a new action to wait a number of seconds before respawning the bot. To be more specific:

    1) Make a copy of the Projectile Template prefab.
    2) Add the bullet effect/model as a child of the prefab. Example: a green paintball
    3) Set the min/max random damage (this will help 'kill' the player it hits but don't worry, we go to the next feature...)


    1) In the AI Bot prefab, go to the Health FSM.
    2) Find the State that says "Fall Effects", and change the animations here
    3) Find the State right under that where it destroys the bot after HP < 0. Simply remove the action "Destroy" so it no longer self destructs.
    4) Create a new event: "Respawn when Stunned" and add it to that State.
    5) Create a new action at the end: Wait -- and set the # seconds to wait before respawning.
    5) Now create a new State, "Respawn"
    6) In the new "Respawn" State, reverse the actions taken by the "Fall Effects" state...basically you reactivate the Movement, Tactics, Awareness FSMs...all except the Attack FSM. Then you set the bot's animation back to "Idle" because right now he is still in the death animation.
    7) Now connect the "Respawn when Stunned" action to the "Respawn" State.


    This is a bit more complex but still can be done. You would first modify the bot's Health FSM / TakeDmg State...remove the actions that deduct damage from health...instead, replace them with these Actions: Deduct a certain amount from the run and walk speeds (located in Movement FSM) to slow the zombie down on hit.

    For headshots, we might create an add-on in the future, but if you want to implement it yourself: Create a sphere collider and place it at the zombie's head. Create a new FSM at this gameobject where it takes in a collider trigger...when it detects a bullet hit, have it trigger the Health FSM's "Fall Effects" State.

    That should do it! If you have any other questions, feel free to contact us through our website's contact form :)
     
  5. AIBotSystem_com

    AIBotSystem_com

    Joined:
    Mar 11, 2015
    Posts:
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    Hi Gua,

    Many thanks for letting us know about the errors :)
    As for the CTF demo, we're aware that there are some glitches and we're already working on a newer demo scene for our next update. The issue is that the CTF scene hasn't yet been updated to our Beta 1.4 version, so the current package includes the CTF scene from a previous version. A lot of our users wanted the newer, non-CTF features so we sent that out first but we will fix this in the next update :) As for the alien bodies sliding, we thought that would make a cool death effect but probably went a bit overboard...
     
  6. AIBotSystem_com

    AIBotSystem_com

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    Mar 11, 2015
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    Update: We are finalizing development on awesome grenade A.I. ! Bots will be able to shoot, run and gun, and tactically throw down grenades.
     
  7. 2980Entertainment

    2980Entertainment

    Joined:
    Apr 20, 2015
    Posts:
    1
    o man o man, i have been playing with this for weeks now and i have to say, your latest update is amazing!! you just saved me months of trying to figure out how to do this stuff myself!

    i think you should make a list of projects using your kit, it will be mutually beneficial :D
    do you think you can mention my awesome fps game on your webpage? i used your kit to make a stealth game
     
  8. SpaceRay

    SpaceRay

    Joined:
    Feb 26, 2014
    Posts:
    455
    Hello, I have bought this (sent the Order number by email) after trying to use other AI that I could not understand as I am a beginner, and this seems to be very good and more easier to use and understand, BUT there are some scene examples that do NOT work, when trying to use them, please see below, specially for the FPS scene that seems to be broken.

    I am now reading all the good and well done manual, and also watching the videos

    MY PROJECT GAME

    What I want is very simple, will NOT use mecanim, and this AI seems to be what is needed for my enemies to find and follow the player, and also I want that they can carry a weapon (that I have from other asset from the asset store) and when they are at certain distance they will fire this weapon at the player position, and then if the player is hit manage the health, and also if the player fires at the enemy, also manage the health of the enemy and if destroyed also add to the score, and enemy count.

    Maybe I should use the Core Gamekit for the health management and score http://www.assetstore.unity3d.com/en/#!/content/6640

    The scenery of the game is all inside a big city with high skyscrapers as seen on the screenshot below, although this may be misleading, as really this is a FPS, so the view point is from the ground, and not aerial. SO there will be lots of obstacles and so I do not know how the enemies will find the player and avoid hitting with the walls of buildings

    Please, can you be so kind to give some possible suggestions and tips for this?

    Thanks very much for any help

    SCENES NOT WORKING

    I am using Playmaker 1.7.8.3
    Instant AI Bots beta 1.4
    Unity 5.01 Personal Edition
    Mac OS X 10.9.5 Maverick

    First Person Shooter Demo - Fails to load, is shown on the Hierarchy and Scene BUT the BIG problem is that it CRASHES Unity, it keeps waiting forever and you have to force quit and start again Unity and load again the project, so I can´t use this scene.

    Basic NPC Townfolk - UnityException: Tag is not defined
    HutongGames.PlayMaker.Actions.GetTagCount.OnEnter () (at Assets/PlayMaker/Actions/GetTagCount.cs:25)
     

    Attached Files:

    Last edited: Apr 23, 2015
  9. AIBotSystem_com

    AIBotSystem_com

    Joined:
    Mar 11, 2015
    Posts:
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    Hi, thanks so much for the kind words :)
    We can definitely add a page like that to our website. As we get some more people willing to share their projects, we'll post some on our website :) Send us a PM or email to let us know your project (and any screenshots)!
     
  10. AIBotSystem_com

    AIBotSystem_com

    Joined:
    Mar 11, 2015
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    - NOTE: This issue is currently being resolved with this poster by email. -


    If anyone else is having the same issues, here are a few pointers:

    1) NavMesh errors -- all scenes will throw these navmesh errors if you try to play the scene without baking the NavMesh first. You have to bake the NavMesh each time you change the scene's environment since the A.I. movements use NavMesh functions. Also keep in mind that Unity 5 will auto-remove NavMeshes from previous versions so you will have to rebake again for all scenes.

    2) Errors about missing tags: These usually happen if the bot's self reference slot is left blank or refers to the wrong bot. In the bot's Identity FSM, the charSTAT_Self gameobject slot needs to refer to itself -- so drag the bot's own prefab into that slot. If you are experiencing such issues, email us and we'll send you an updated scene.


    Non-Mechnim Animations: This should be simple to change -- our kit comes with mechanim as the default animator. To use non-mechanim animations, you will need to modify a few things in the A.I. FSMs. Replace all PlayMaker mechanim animation actions with regular non-mechanim animation actions. If an FSM state uses animations, we have added a [Animations] label under each FSM State to make it easier to find.

    Core Gamekit Integration: We have not tested our kit exclusively with Core Gamekit, although we kept our designs very open so that integration with other kits will be pain free -- that is the whole point of this A.I. framework -- to allow ease of integration into any project :)


    Our kit makes something like this very simple to set up, no worries :) Simply drag the waypoint prefab onto your scene, then drag each waypoint and place it on the ground. Then, give your bot the built-in FSM string command: "PATROL_WAYPOINT" or even "PATROL_WAYPOINT_RANDOM". Just one line, and the bot takes care of the rest.
     
  11. AIBotSystem_com

    AIBotSystem_com

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    Mar 11, 2015
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    Hi everyone, some of you asked about mobile performance...

    We're posting here a compiled APK to demonstrate our big brawl scene.

    NEW MOBILE DEMO #1 (Android APK Download):
    https://mega.co.nz/#!ewEyRJzZ!YL56azm2y4ykiWqwDMQr6eMajnndxpkDcK-tQVkI7mI

    (This uses the same included Big Brawl scene, compiled to Android APK. For some reason, the Unity apk requests GPS permissions - don't worry, no information is collected/ sent to us.
     
  12. AyyoSalli

    AyyoSalli

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    Jan 20, 2015
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    hello guys ,

    I purchased this product. I can provide order no if you need.
    if we create a zombie game or some animal game. can we adjust enemy to attack not to shoot

    Thank you
     
    Last edited: Apr 26, 2015
  13. AIBotSystem_com

    AIBotSystem_com

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    Hi, yes you can!

    Simply set "charSTAT_RangedEnabled" in the Attack FSM to FALSE and the bot will no longer use ranged attacks.

    Then make sure that "charSTAT_MeleeEnabled" is TRUE.

    On page 41 of the documentation (we suggest you read this table because it will answer any other questions you might have later), it tells you this: there is a variable named "charSTAT_RangedEnabled" ...on the side of that says "Attack", that stands for the Attack FSM.

    You will see other settings on page 40-41 such as Melee on-hit effects and melee damage.
     
  14. AyyoSalli

    AyyoSalli

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    Hello ,

    Thanx for the reply. I created a game with this product. game works perfectly :) just only one problem. bullets go through walls , mountains , trees.....etc I cant find a way stop this ( I used mesh collider for obstacles and created AI bots just like in your sample scenes )
     
  15. AIBotSystem_com

    AIBotSystem_com

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    Hi, that can be solved, don't worry!

    The bullets have a penetration feature because in a lot of FPS games, the player can shoot through walls to tactically hit enemies.

    All bullet prefabs have a small sphere collider. If you're not using the raycast option (for sniping), then in the bullet's "Main" FSM, it detects collisions with this sphere collider...when it detects a collision, it triggers 1 of 2 events: Is the collision with an enemy (something that takes damage) or with a neutral obstacle (wall, building, etc...)? It will then spawn on-hit effects (like blood for enemies, or sparks for walls) based on that condition.

    There are a few ways to remove the penetration:

    1) First make sure that your trees have colliders themselves...I know some environment packs on the Asset Store lack tree and foliage colliders.

    2) Set the tag of your walls to "Building" -- the bullets by default will self destruct on impact whenever it hits an object tagged "Building" (this can be changed in the bullet prefab's "Main" FSM). In the sample scenes, you'll notice that the walls are tagged "Building" or something similar.

    3) Set a lower speed for the bullet...sometimes the physics engine can't detect collisions fast enough if the bullet is moving too fast. Any speed under 4000 should be fine, unless your player has a slow computer.

    4) If you're still having issues, try changing the weapon to be Raycast-based. This will send damage immediately, like a sniper rifle. In the bot's "Attack" FSM, set the charSTAT_BulletsUseRaycast to TRUE. Then turn off the bullet's renderer and trail renderers.

    Hope that helps!
     
  16. gecko

    gecko

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    How easily does this integrate with uFPS?
     
  17. AIBotSystem_com

    AIBotSystem_com

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    Hi, thanks for your question!

    Our FAQ can answer this better (and any other questions you might have):
    (http://www.aibotsystem.com/faq.html)

    From our FAQ:

    Is this compatible with UFPS or some other game kit?
    We designed this system with a flexible mechanism that allows it to be easily integrated with many popular game kits. We did not exclusively design it in accordance with UFPS or another kit because we cannot predict which ones you will use and did not want to limit our designs to a single kit only. Instead, we made our system as open as possible.

    How can this be integrated with UFPS or another kit?
    The way our A.I. system works, is that after the core FSM logic and scripts take care of the complex calculations and decision making, the A.I. bot will engage any GameObject with an enemy tag. So if your human player is using UFPS, for example, as long as your human player GameObject has a tag (such as "Team1") that the A.I. recognizes as hostile, it will engage it! The A.I. doesn't care if you're using UFPS or another kit. It will engage any object with an enemy tag, from a simple cube to a full-featured FPS prefab.

    How does a bot receive damage from an outside script, like UFPS?
    Each A.I. bot comes with a built-in Global FSM event called "TakeDmg" and a global variable, "takeDamageAmount."
    Simply have your script use the PlayMaker API to load a value into "takeDamageAmount" and then call the event "TakeDmg" of the Health FSM. The A.I. will take care of the rest, such as dodging, running away, or explosion effects (if health < 0). All of this is customizable.


    Basically, at the current time, we have not specifically targeted UFPS or any other kit. But we designed our system to be easily integrated into other kits, as long as you know how that kit works and how to use PlayMaker API scripts (we provided some samples). We do plan to have specific UFPS support that eases integration even further and that should be coming in next few updates.
     
  18. AIBotSystem_com

    AIBotSystem_com

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    UPDATE: Our next update, version 1.5, will have a UFPS example and instructions! This, is in addition to Grenade AI , new sample scripts, and more!

    UFPS integration is quite simple actually and we will show how to do it. It will use the PlayMaker UFPS Actions (free download from HutongGames), and will only use 1 action, "Set UFPS Health", which basically sync's the 2 health variables together.

    UFPS has been tested to work with our kit and integration is extremely easy, as we will show in our next update, due to hit the Unity Asset Store May - June.
     
  19. gecko

    gecko

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    Excellent! You've made a sale.
     
  20. AIBotSystem_com

    AIBotSystem_com

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    Thanks for purchasing our product, Dave! If you ever need anything, we're just an email away.

    And today, we bring more good news: Here is proof that UFPS works with our A.I.!


    PLAY THE UFPS INTEGRATION DEMO

    CANT PLAY? VIEW THE GAMEPLAY VIDEO


    Please know that the demo is in early test mode as we are still taking some time to finalize our next update before sending it to Unity for review.

    We went a step further and integrated even more of our AI with UFPS...so instead of my previous post regarding sync'ing the health variables, we will now be calling the UFPS Damage(float) function, letting UFPS take care of on-hit effects (screen blood, tipping over, etc...), while allowing our AI system to take over the damage control while sync-ing the health between UFPS and PlayMaker. It still takes under 10 min to setup though! Instructions given in next update (Beta 1.5)

    I want to note that we have made UFPS work with PlayMaker on both Ranged and Melee attacks, both by human player and by AI.

    If anyone has suggetions or questions, let us know and we may even be able to make changes to our next update before it's publishe.


     
    Last edited: May 21, 2015
  21. AIBotSystem_com

    AIBotSystem_com

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    We just noticed that someone left a review with several concerns...in case other users have similar concerns (please read), we put our reply here:


    1) NAV MESH ISSUES: Several users have emailed us about this and the problem was solved 100% because they needed to simply bake the navigation mesh BEFORE playing the scene. It's easy to forget to bake the mesh on a new scene or after changing your environment. Sometimes, the original nav mesh is corrupted or missing upon import, so you have to re-bake the navmeshes for our demo scenes. Also, Unity 5 removes NavMeshes from Unity 4 projects so you have to re-bake. If the navmesh is not baked, it will trigger TONS of NavMesh errors, leading to 100s of other strange errors, because the A.I. cannot recognize the environment. So please bake the navmesh. If you're having issues AFTER baking the navmesh, please email us with more details and we'll do our best to help!

    2) WEIRD / UNREALISTIC ANIMATIONS: Yes, the included free animations are glitchy and are really only for prototyping / placeholders. This is not an issue with our A.I. -- only the animation data that is supplied to it. Please know that our A.I. system is meant to be used with animations provided by you or purchased from the Asset Store. Why are the included animations glitchy (such as the leg twitches)? Because we converted both the Bootcamp Soldier FBX to Humanoid, and the Bootcamp animations to Humanoid, then loaded them into Mechanim. Well, Bootcamp was created by Unity for Unity 3, so while Bootcamp animations work perfectly in Unity's sample, I don't think the Legacy animations were meant to be converted over to Humanoid the way we did. So please do not use the free animations for final publishing. There are tons of amazing animations on the Asset Store (many are free). Once you replace our animations with new ones, it will all become smooth.

    3) "SHORT DISTANCE FIGHT" ISSUES: I assume you're speaking about the Melee animations when bots get close to each other. Again, the free animation we used for Melee combat is not meant to be in your final product. This is because Bootcamp did not come with a Melee animation, so we substituted the "RPG Reloading" animation for the Melee. This will definitely look weird and we understand. But once you load the Melee animation with an actual melee animation, it will look good, I promise. (Download a free punching animation on the Unity Store and load it up to see the difference). Again, this is not an issue with our A.I., but an issue with the animation data being used.

    4) VEHICLE A.I.: The kind of vehicle A.I. you mention, I assume, incorporates physics and other advanced functionality. Please note that nowhere in our description did we say there is advanced vehicle A.I.. We did provide a demo scene for simple vehicle combat to demonstrate that the AI can be attached to any 3D model, even ones without animations. Personally, I believe advanced vehicle AI itself costs at least the current price for our kit... Perhaps in the future we may do an add-on you can buy, that adds advanced vehicle A.I. with physics (if there is enough demand).

    5) FIRING THROUGH WALLS: Yes, the bullets come with default bullet penetration (which many FPS games have). Currently, any collider gameobject tagged as "Building" will stop bullets and spawn sparks. Thanks for reminding us to add a note about how to modify bullet penetration in our next update documentation. If you need further explanations, please email us.

    6) Concerns about why a beta is being released vs final product: The reason we released this as beta instead of the final product, is so we can gradually incorporate our users' suggestions and demands in future versions, so we can build a final product that everyone will love. Many great assets you see today started small -- I believe UFPS started at something like $5 and is now $95 with tons of new features. Their early users surely enjoy the free stuff, and we believe that you and the rest of our early users will also be happy to enjoy the free upgrades in the future :)

    As this is beta, we are very welcoming to criticism, suggestions, and feature demands. If there is something you want done or done differently, email us and, if there enough demand, we'll add it!

    Again our email is aibotsystem@gmail.com We hope to hear from you!
     
  22. eagleeyez

    eagleeyez

    Joined:
    Mar 21, 2013
    Posts:
    406
    How do I stop the bots shooting at each other through the wall? In your post further up you say set tag to buildings. that works and they now try to shoot at each other through the wall and the bullets hit the wall.

    I don't even want them to try and shoot through a wall, they should walk around the wall first and on sight, then shoot.
    It looks very stupid when they hear or are in sight distance but a wall is between them and they still try and shoot at eachother.
    You also mention changing something in the bullet prefab. WHERE is a bullet prefab and what to change?

    A wall should be a wall and if they hear each other on each side of the wall, they should move around the wall before shooting at each other and not the wall.

    please help, I cannot find the solution .
    and please make tutorials where you actualy explain what to do and not just wiz about a video with music. Very boaring and very, very confusing.

    Unit.y 5
    PM 1.8.0.25
     
  23. eagleeyez

    eagleeyez

    Joined:
    Mar 21, 2013
    Posts:
    406
    added to watch this thread
     
  24. AIBotSystem_com

    AIBotSystem_com

    Joined:
    Mar 11, 2015
    Posts:
    48
    Hello,

    Sorry to hear you're having issues.

    Here is an included demo scene for our upcoming update: http://tinyurl.com/nt8pqql
    You can play it and verify that the AI does not shoot through walls.

    The Line of Sight calculations that blocks the bot from targeting enemies behind a way isn't changed in that new update, so the version you're using should be capable of it.

    If your bots are still targeting enemies behind walls, you need to check a few things:

    1) Is your wall too low? Walls cannot be lower than the bot's head/chest.

    2) Does your wall have a collider? Make sure it has a collider that isn't a trigger.

    3) Are you using the bot prefabs from the CTF example? Do not use these, as the CTF example uses a previous version of the A.I. We have an updated CTF demo in the next package. Use the A.I. template prefab in the "AI Bot Structure" folder.

    4) Is the bot's awareness FSM set to check for line of sight? Please check the bot's AWARENESS FSM graph, scroll down and find this area:

    This is the right Line of Sight setup:




    This is wrong:




    BULLET PREFAB: If you look at the last pages of the documentation, you'll see in the table column labeled "ATTACK"...find the slot called "charSTAT_CurrentBullet"...it tells you that variable holds the bullet prefab. So in your AI prefab, go to the same Attack FSM, and find that variable. Click the gameobject in the slot (most likely named demo bullet), and Unity will automatically direct you to its location. We show you this in the video as well.


    The bullet prefabs are also located at:
    1) main folder / Projectile System

    2) and the bullet prefab in demo scenes are located at:
    main folder/EXAMPLE SCENES/Projectiles

    For tutorials and documentation: We are most likely moving the documentation online when our next update hits the Store. This way we'll be able to add and continuously update the documentation with new content without waiting for the asset to be published on the Store. We've been pretty busy finishing the new features (which are free for existing buyers!) for our next update but after this, we will spend more time updating the tutorials.

    And for future reference, please send us an email for technical support. This is because we're not always notified about comments in this forum (sometimes ends up in spam folder) so you'll get much faster support that way.
     
    Last edited: Jun 8, 2015
  25. AIBotSystem_com

    AIBotSystem_com

    Joined:
    Mar 11, 2015
    Posts:
    48
    UPDATE: The new, version 1.5 should be published on the Unity store in about 1-2 weeks! We are moving the documentation online and created a web app exclusively for our customers. We have added over 10 new tutorials, detailing steps on changing every important step of the system.

    In this new update there will be several new scenes and features such as Grenade A.I., new example scripts, a real time command demo, and updated an CTF and Tower Defense scene. We also include a UFPS integration demo.

    This update is free for current customers. Check the Asset Store for updates in 1-2 weeks!
     
  26. AIBotSystem_com

    AIBotSystem_com

    Joined:
    Mar 11, 2015
    Posts:
    48
    UPDATE: The new version 1.5 has been published! Current users -- upgrade your packages today!
     
  27. AIBotSystem_com

    AIBotSystem_com

    Joined:
    Mar 11, 2015
    Posts:
    48
    UPDATE: See our webplayer demo for our advanced retreat maneuver!

    http://goo.gl/5yPDKl

    What happens is that the team of 2 bots on the right determines that they cannot win the fight charging in, head-on. So they execute an advanced maneuver where they slowly retreat while continuing to shoot.
     
  28. andrea560

    andrea560

    Joined:
    Jun 12, 2015
    Posts:
    1
    i am an idiot! why? because im the co-designer on our indie studio and for 4 months i set us up with an a.i. programmer from elance. long story short: 4 months and $2300 later the system he built was buggy to the max, half the features missing. it was so buggy i didnt know whether to call a lawyer and ask for my money back, or call an insect exterminator!!

    so about 3wks ago my coworker bought your system instead. we ran a few of your demos and were so impressed we decided to scrap our entire project and start over, this time using your system and playymaker (LOL). we got what we needed in about a day... a D.A.Y. compared to 4 months of pure agony.

    thank you so so so so sso much!! one of my team members gave you 5 stars but you deserve $5000+ from me alone.

    this was a total pleasure to use. last night, with your new update, we hammered out a mobile prototype of our squad shooter in one night, using your system, ufps, and the ufps mobile addon.

    keep doing what youre doing...cant wait to see whats in store!

    btw: the splash damage on grenades is separate from rigidbody force radius right?
     
  29. AIBotSystem_com

    AIBotSystem_com

    Joined:
    Mar 11, 2015
    Posts:
    48


    WOW!! You're not alone! I've definitely heard some horror stories of hiring custom developers over the internet.

    And thank you for the kind words! It makes us happy to hear about how much our system has helped people.

    Yes, the force radius is for special effects only(the range of nearby objects that will get blasted/thrown around). It has no effect on damage. The actual damage radius is a separate number, set using the Damage radius variable.

    If you need anything else, let us know.
     
  30. AIBotSystem_com

    AIBotSystem_com

    Joined:
    Mar 11, 2015
    Posts:
    48
    ANNOUCEMENT: THIS IS CURRENTLY ON SALE AT $39! (REG PRICE: $45+)
     
  31. AIBotSystem_com

    AIBotSystem_com

    Joined:
    Mar 11, 2015
    Posts:
    48
    ANNOUNCEMENT FOR CURRENT USERS: We have just changed our product name to "Advanced Battle AI" -- this was previously named as "Instant AI Bots for PlayMaker". The new name should show up in your Asset Store account and everything else stays the same.
     
  32. Gua

    Gua

    Joined:
    Oct 29, 2012
    Posts:
    455
    @AIBotSystem_com, can you share documentation with everyone? It will help with people to be more familiar with Advanced Battle AI features and workflow and will help with buying decision.
     
  33. AIBotSystem_com

    AIBotSystem_com

    Joined:
    Mar 11, 2015
    Posts:
    48
    Thanks, Gua, for the suggestion. Our documentation currently exists as a ton of tutorials on our exclusive customer-only website.

    Perhaps we can show a bit more about the workflow (which, in most use cases, is simply changing the values of 50+ FSM variables). We plan to release another video where we fast-forward through all the steps for most important features.
     
  34. Gua

    Gua

    Joined:
    Oct 29, 2012
    Posts:
    455
    Why not to open those tutorials for everyone?
     
  35. AIBotSystem_com

    AIBotSystem_com

    Joined:
    Mar 11, 2015
    Posts:
    48
    For a long time, our documentation was in PDF form and we had it public for a while. Then we began hosting it as an online version, also public, but we noticed that some people were pirating our asset while using our hosting resources. We even started getting technical support tickets on our website from people using fake invoice numbers that couldn't be verified. Stuff like this really takes time away from helping our paying customers so we needed a way to provide better support to people who actually paid for it.

    But thanks a lot for caring / your suggestions. You're right -- I do believe some people are still curious about some aspects of the workflow. The good thing is that the workflow (even for our advanced features) basically consists of dragging and dropping objects and setting PlayMaker variables. A single AI prefab can be tweaked into unlimited AI types. For example, to create a Sniper unit, simply set a single variable to TRUE. Similarly, to turn a moving bot into a Tower Defense unit, just set 2 variables and you're done. Perhaps we should have shown that better in the promo videos and we will work on that soon.

    In the meantime, if any potential buyers feel they still have unanswered questions, please ask us here or email us from our website, www.aibotsystem.com As some customers will tell you, we have provided some pretty long and detailed answers to pre-sales questions!
     
  36. Gua

    Gua

    Joined:
    Oct 29, 2012
    Posts:
    455
    An interesting way to fight piracy.

    I have one more question. I've used a number of AI plugins and I often encounter one problem. When ai enemy is standing and NavigationMap and I'm player is not, there's is no way to change enemy state, so usually this enemy is trying reach player and this results in an enemy that in standing on one place (Edge of NavMap) while his walk animation is still playing.

    Is this problem solved in Instant Advanced Battle AI. Can I change a state of a AI Bot, if there's no way for him to reach player?
     
  37. AIBotSystem_com

    AIBotSystem_com

    Joined:
    Mar 11, 2015
    Posts:
    48
    Hi Gua, sorry for the really late response! We stopped getting notifications to forum posts (going to fix our spam system) and we've been really busy working on new updates so didn't check the forum.

    Hmm, that's the first time we've been introduced to such an issue in AI systems. Are you saying that when you put a Player outside of the NavMesh area, the AI stays on the edge of the NavMesh and continues to do a walk animation, because the AI can't get to the player? That's an interesting scenario but we have not had that happen to us or heard from our users about it. Currently, our AI runs a check with Unity's NavMesh system, if there is a path found between the AI and the target location. If there's a valid path found, then the AI would trigger the movement animation. If there isn't, then the AI should not do anything.

    But that's definitely an interesting scenario, so thanks for bringing it up! We will conduct some further harsh tests on our own AI to see if we can create the problem with our system. I don't believe our AI has that issue but we will check it out again just to make sure.

    And regarding changing the bot state at run time, yes you can do that. Any variable that can be configured in PlayMaker at run time (like changing movement speed, bot commands, bot target, etc...) can be changed at run time on our AI.
     
  38. AIBotSystem_com

    AIBotSystem_com

    Joined:
    Mar 11, 2015
    Posts:
    48
    [ANNOUNCEMENT] Just letting everyone know that our AI system is currently ON SALE for a limited time, at only $25!
     
  39. AIBotSystem_com

    AIBotSystem_com

    Joined:
    Mar 11, 2015
    Posts:
    48
    Since some people contacted us about what the config settings look like (and if it really didn't require any coding or PlayMaker editing), here is a sample of what it looks like in the editor -- you can tweak the FSM variables straight from the Unity editor, without any coding or even opening the PlayMaker graph:

     
  40. TRoNDaNeflin

    TRoNDaNeflin

    Joined:
    Mar 26, 2014
    Posts:
    67
    Hi

    First, I have to say Advanced Battle AI is a very fine asset with lots of possibilities to expand to suit any kind of game. I've been playing with it for a few days and now I have a more deep understanding of the structure and it's been easy to port it to my existing project.

    ___________________________________

    TLDR1: This is an asset with great potential, well designed, easy to work with and customize, with bad and messy example scenes.
    TLDR2: Melee aspect should also be improved on further updates. One single enemy Tag isn't enough.

    ___________________________________

    Some considerations/suggestions about the whole package

    The example scenes, with the exception of the UFPS scene which is decent, need to be polished and the animations aspect must be, imo, improved. I'm sure that even using free assets and animations you could make this asset really shine because it really does in my project with everything working smooth and realistic enough. I'm quite sure that a little visual revamp and tuning just a bit more the animations and the models you've used will make more people buying this asset.

    Other thing to improve is better tweening on rotation and lookAt - not realistic enough (tho, easily customizable because the FSMs are very well identified and documented).

    Finally, the modular/segmented FSMs controlling the AI is really good and very easy to work with and create custom behaviours or implement new stuff can be made without messing too much with the core system.

    ___________________________________

    Melee

    Advanced Battle AI is almost all about ranged fights and guns and riffles and grenades - you know the FPS shooters normal stuff ;) My game is a TP and almost all about mellee fights and swords and axes and bows. So I realy had to adapt some stuff and I'm still studying how to make things work the way I want.

    What I mean is that in the asset actual state, mellee is just a very simple brawler approach and I would like it to have some better AI regarding melee fights, like dodging, flee, walk back and defend, charge, etc. You may say it's animations stuff but no - it's about bot decisions I'm talking about.

    Bows and Spells can be more or less easily adapted from the implemented existing ranged actions. So nothing to say for now.

    So I would like you don't forget the melee aspect of this asset having in consideration that there are devs working on other projects beside FPS shooters \,,/

    ____________________________________

    Now a real problem (and I would like some help about this).

    It's about enemy tags. ABAI is made with the assumption that all fights have two teams (f.e. Team1 vs Team2).

    My game is a factions war. I have 3 factions plus a neutral state. So several scenariums apply:

    TeamX may attack everybody but their own;
    TeamX may attack TeamY but not TeamZ;
    TeamX may attack TeamY and neutrals;
    and so on...

    A simple way to implement this is to add more then one charSTAT_EnemyTag fields and make the code check them all. But a more interesting approach would be to implement a basic Factions System where we could set the bot behaviour: aggressive (attack on sight), defensive (attack if attacked) and flee, depending on each set faction relationship.

    As an example, lets consider a Bot with Tag Team1:

    charSTAT_EnemyTags - Team2, Team3
    Bot behaviour - agressive

    This bot will attack on sight objects tagged Team2 and Team3

    --- <> ---

    charSTAT_EnemyTags - Team3, Folks
    Bot behaviour - defensive

    If attacked, he'll attack objects tagged Team3 and Folks

    --- <> ---

    charSTAT_EnemyTags - BadGuys
    Bot behaviour - flee

    He'll flee when objects tagged BadGuys on sight

    ____________________________________

    Maybe there's already some way to get ABAI implement something like this atm but I couldn't figure it yet. I'll appreciate some feedback specially about the tags thing because I need to decide if I'll wait for an update, or implement it myself, or just drop this asset and pick some other system to implement our characters AI.

    Sorry for the long post :)
    Keep up the good work.

    /cheer
     
    Gojira96 likes this.
  41. jasonMcintosh

    jasonMcintosh

    Joined:
    Jul 4, 2012
    Posts:
    74
    Why limited to PlayMaker? I'd totally try this, but I don't use PlayMaker.
     
  42. AIBotSystem_com

    AIBotSystem_com

    Joined:
    Mar 11, 2015
    Posts:
    48

    Hi Tron, sorry for the delayed response. We had been very very very busy lately with some great new features!
    You're just in luck! Soon, we will be updating our package with great new features, such as:

    -- multiple team support
    -- multiple melee animations

    I agree, right now our package is a bit more focused on the shooting-type games -- the melee system is much simpler than our ranged attack system. For a medieval-type game, we had prototyped with some archers on our own time and it worked out great. The swordfighting, however, could use some more advanced upgrades. After the next update (multiple team tags), we will be going to work on some more advanced melee development.

    We also have a great new AI system coming out soon with cover, flanking, and more. Advanced Battle AI customers before Dec 01, 2015 will receive a free upgrade.

    If you need anything else, let us know!
     
  43. AIBotSystem_com

    AIBotSystem_com

    Joined:
    Mar 11, 2015
    Posts:
    48


    Hi Jason,

    I came on here to make a great new announcement. Then I saw your post. Guess what? You're just in time!

    Because here is my announcement:


    Advanced Battle AI was actually based off our original, in-house A.I. engine that we used to develop our own games, and was ported over to both Unity and PlayMaker.

    Now, we're showing you a SNEAK PREVIEW of some great new features we have coming soon -- in this upcoming AI engine that is standalone and is not dependent on PlayMaker. AI features include a cover system, flanking, hiding, stealth movements, and more!

    Current customers of our Advanced Battle AI will receive this upgrade for free!
    This only applies to customers before DECEMBER 01, 2015. Must have valid Asset Store receipt number.

    We will put up a UFPS webplayer demo soon. In the meantime, watch this gameplay video. If you're interested, watch the entire video because we will be pointing out new AI features during the gun fights.

    It's a nightclub gun fight -- the first room has standard AI with flanking preferences. The second room has much sneakier AI that play hide and seek ;)

    Enjoy! Suggestions welcome.

     
    Gojira96 and jasonMcintosh like this.
  44. Gojira96

    Gojira96

    Joined:
    Jun 18, 2015
    Posts:
    32
  45. siblingrivalry

    siblingrivalry

    Joined:
    Nov 25, 2014
    Posts:
    384
    hi, what happened to this? cannot see it on the store anymore?
     
  46. AIBotSystem_com

    AIBotSystem_com

    Joined:
    Mar 11, 2015
    Posts:
    48

    Hi there,

    Good news!
    Ragdoll death support has been available for a while now, as of our last update!

    Go to the webplayer demos on our Asset Store page, and check the new grenade and melee demos. You'll see the AI getting procedurally flipped around on explosions and on heavy smackdowns.

    LINK: https://www.assetstore.unity3d.com/en/#!/content/31067

    If you want to make it work with 3rd party special effects, we have pre-built slots for on-hit effects, death effects, etc... Simply drag your special effect prefab into the slot and the system will auto spawn it.

    Additionally, the entire AI engine source is available for you to edit, in the form of PlayMaker FSM graphs so if you know PlayMaker, you can insert anything else that we didn't cover out of the box.

    If you need help integrating, contact us from our website: www.aibotsystem.com
    We usually try to respond within hours depending on workload.
     
  47. AIBotSystem_com

    AIBotSystem_com

    Joined:
    Mar 11, 2015
    Posts:
    48
  48. beowulfkaine

    beowulfkaine

    Joined:
    Apr 3, 2014
    Posts:
    185
    Hello, everyone! I am having an issue with enemies fighting each other. Essentially one team is attacking the other however the other team is not fighting back. Both have tags set correctly (team1 and team2) with each having the opposite as enemy tag. I even duplicated the working one and changed its tag to the reverse and still, the enemy only attacks one while the other simply goes to waypoints?
     
  49. Zax2015

    Zax2015

    Joined:
    Dec 8, 2015
    Posts:
    12
    I have some issues with this product and I am seeking anyone who can lend some assistance. I bought this product yesterday from the publishers actual website. I have the most up to date version of Unity (5.5.4p4) The latest version of UFPS, and the latest version of Play-Maker. Does anyone know where I can get my hands on the documentation or tutorials for this product? All the links to docs and tutorials on the asset store are broken. So are all the links on both their old and new website. Every link I clicked on for documentation was non functioning. I only got 1 demo level not 18 like advertised. The only document in the package was a brief three page common error fixes. There was NO tutorials, no user manual, no demo levels except the one that did not work. And only one integration video found on the asset store that had no voice and no sound just watching someones mouse flick across the screen real fast and your supposed to guess what he is doing. I do not mean to rant or anything but I got less than a third of what they advertised. I feel like I got scammed. If anyone has any of the documentation for this please let me know. It looks as if it would actually work well if I could figure out the more intricate details. Any help on this from anyone would be so greatly appreciated. Please and thank you. I tried emailing the publisher but got no reply.

    Current issues I am trying to resolve with this:
    Using my own animated models in place of the stock free soldier model. It does not seem to use or recognize my animations or avatars.
    Bot is NOT in God mode but will not die.
    Fixed/Solved: Integrated it to give damage to UFPS player. (That was the only document in the package.)

    Thanks in advance for any help on this.
    Zax