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Shooter AI – The Ultimate Artificial Intelligence Solution

Discussion in 'Assets and Asset Store' started by nikita68, Oct 8, 2013.

  1. sheffieldlad

    sheffieldlad

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    from the error message you posted it looks like you need to comment out line 1167
    if I were you I would comment it out rather than delete it...
     
  2. RyanEarpGW

    RyanEarpGW

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    @Everybody -
    We have run into some problems with ShooterAI3.0, which will cause a slight delay regarding its release. We have not set an official date yet, but it will be around early July. Thanks for your ongoing support for ShooterAI!

    Have a great week!
    Gateway Games Team
     
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  3. sheffieldlad

    sheffieldlad

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    Is it possible to have the AI wander randomly? I'm using the unity navmesh and I spotted a wander value and checkbox on the patrol manager I think (I'm not in front of my computer). This wander value doesn't seem to do anything....
     
  4. RyanEarpGW

    RyanEarpGW

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    Yeah, wandering is possible its implemented in the way point manager and should be working correctly as far as i know.
     
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  5. AlteredPlanets

    AlteredPlanets

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    Hello I have this issue the current version of shooter AI , the AI doesnt shoot at each other
     
  6. thendricks

    thendricks

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    I have a slight issue with the current version of shooter AI, the AI tend to run away and they all go to the same location, so I'll often find 6 or 7 AI huddled in a corner facing away from me. Is this a glitch?
     
  7. Baldinoboy

    Baldinoboy

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    I have not been able to use this at all for a while. The zombies are okay. They Will attack if they see me. Though they do not mind passing through solid walls that are baked in the navigation. The soldiers though, which are the ones I want to use, just run in circles without reacting to anything.
     
  8. RyanEarpGW

    RyanEarpGW

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    @thendricks -
    Yes this is a glitch, which as far as i know should have been fixed in one of the resent patches. Are you sure you are using the newest version of SAI?
    Is it just a random corner or is it 0,0,0?

    @Baldinoboy -
    First of all try re importing ShooterAI. Are you using the latest version of ShooterAI and are you using Unity 4 or 5?

    @AlteredPlanet -
    Are the tags set up correctly?

    Thanks,
    Ryan
     
  9. AlteredPlanets

    AlteredPlanets

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    IfFixed it :)
     
    Last edited: Jun 8, 2015
  10. Baldinoboy

    Baldinoboy

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    Using the latest version. In Unity 5. Did re-import it and it was still doing it. What I did was change the AI stats to investigate and applied the prefab. Then they started to shoot.
     
  11. RTSlang

    RTSlang

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    I have to say this is my favorite AI kit on the market. Shooter AI works for way more than shooter games and mine proves it. The developer of this AI system is wonderful to work with and very responsive. They even helped making extra scripts and kill counters. I recommend this AI Suite highly.
     
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  12. 99thmonkey

    99thmonkey

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    Kill Counters....need to share
     
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  13. Baraff

    Baraff

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    Can anyone tell me if it is possible to stop the characters moving in a direction they are not facing?
    It seems that everything I look at shows the characters just sliding unnaturally sideways as they turn which does not look good. Can the rotation to direction speed be changed?

    I don't have the asset yet, but am looking at grabbing it.
     
  14. RyanEarpGW

    RyanEarpGW

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  15. Baldinoboy

    Baldinoboy

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    Yeah. When paroling they still run in circles which looks strange but they will engage hostiles.
     
  16. Baraff

    Baraff

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    What I mean is the characters generally do not turn first then walk or run in the direction they are facing.
    Instead they move in the direction they are meant to move and start rotating towards that direction.

    What this means is that it never looks very natural or good because the models very often seem to be sliding sideways, when really they should look like they have turned and are running or walking straight ahead.

    I guess my question was, can we change the rotation speed to make it look better?

    If that does not make sense, just let me know.

    Thanks.
     
  17. nikita68

    nikita68

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    @Baldinoboy - Are they following the patrol route?

    @Baraff - Try changing the angular speed on the NavMeshAgent to something very high like 180.

    Thanks!
    Nikita
     
  18. Baldinoboy

    Baldinoboy

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    Yes. Just running it.
     
  19. nikita68

    nikita68

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    @Baldinoboy - Running in circles following the patrol route is the desired behaviour during patrol. If you want them to wander around, open the Patrol Manage, and check "Wander".
     
  20. Baldinoboy

    Baldinoboy

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    Oh okay. Is there a way to get them to walk a patrol? Just run when in combat.
     
  21. sheffieldlad

    sheffieldlad

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    change
    change the movement speed on the character. under ai speeds.
    there are 3 settings
    patrol,
    engane,
    chase.
    change these to suit your needs. I have patrol set at 1.5.
     
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  22. nikita68

    nikita68

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  23. Baldinoboy

    Baldinoboy

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    Oh okay. That is simple. Thanks
     
  24. sheffieldlad

    sheffieldlad

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    More than welcome.

    I have a problem of my own.
    I'm using UFPS and the AI don't heat my shots.
    I can sneak up behind an AI and fire any weapon directly into the ground behind it but the AI does not react.
     
  25. nikita68

    nikita68

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    @sheffieldlad -
    Add this code to the UFPS firing logic:

    Code (csharp):
    1.  
    2. //apply AI hearing bullet
    3.             Collider[] potentialAI = Physics.OverlapSphere( transform.position, <range of bullet hearing>);
    4.             for(int x = 0; x < potentialAI.Length; x++)
    5.             {
    6.    
    7.                     potentialAI[x].SendMessageUpwards( "BulletFired", transform.position, SendMessageOptions.DontRequireReceiver);
    8.                
    9.             }
    10.  
    NOTE: transform.position is the position of the bullet where its fired!
     
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  26. sheffieldlad

    sheffieldlad

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    many thanks for the quick reply.
    I'll add that when I get home.
     
  27. sheffieldlad

    sheffieldlad

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    @nikita68 Another question for you.
    The main weapon has a box collider.
    When the AI character dies the box collider seems to get turned into a trigger.
    I need to stop this from happening so I can use the dropped weapon as a pickup.
    Which script is turning the box collider into a trigger?
    and which script disables the weapons box collider on death?
    I've added a portion of the script to turn on the collider and make isTrigger = false; but this seems dirty.....

    Many thanks.
     
    Last edited: Jun 21, 2015
  28. nikita68

    nikita68

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    @sheffieldlad - Actually, when the character dies, it turns it into a normal collider so it can fall down and interact with the world using PhysX. The script handling it is GatewayGamesWeapon, with methods like PickUp() and Drop() containing the actual logic.
     
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  29. sheffieldlad

    sheffieldlad

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    thanks for the reply.
    the behaviour I'm experiencing is the weapon hits the ground then a few seconds after the box collider is disabled.
    I will remove the modifications I've made to the weapon script just incase I've babbaged anything.
     
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  30. RoyalAllen

    RoyalAllen

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    Just wanted to show something cool off as I was using the Shooter AI and UFPS. ;)

     
  31. nikita68

    nikita68

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    @OPStudios - Thats epic! I really enjoy the concept that this shows.
     
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  32. RoyalAllen

    RoyalAllen

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    @nikita68 Thanks. I want to make more mods with shooter ai. But not really sure when you guys are going to update Shooter ai. :)
     
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  33. nikita68

    nikita68

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    @OPStudios - We're releasing 3.0 this summer!
     
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  34. JC_LEON

    JC_LEON

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    can I use this tool with realistic fps prefab and navemsh??

    and
    can shooter ai be integraded in ufps or rfps with how effort??


    is upfs implementation more easily than rfps??
     
    Last edited: Jun 26, 2015
  35. sheffieldlad

    sheffieldlad

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    I can't answer about rfps but ufps is simple to integrate with shooter AI and namvmesh
     
  36. nikita68

    nikita68

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    @JC_LEON -
    Its possible to use with both RFPS and UFPS, although we favour UFPS as its both easier to integrate and gives better results. Heres the tutorial:


    @sheffieldlad - Thank you :)
     
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  37. JC_LEON

    JC_LEON

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    many thanks nikita...

    but you linke the ufps integration of shootder ai.. not rfps..

    I asked for rfps since I think rfps is more simple than ufps or i'm wrong??

    I read the documentation of both and I think that in rfps I can add custom modification to the core engine most easily thaN UFPS...

    but consider that I'm new to unity and a little noob relate to both tools
     
  38. RoyalAllen

    RoyalAllen

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    @nikita68 Excited about the coming update.Are there any sneak peeks? :) I'm so ready to mod!
     
  39. MahaGaming

    MahaGaming

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    i would love to buy this, but my friend is having problems with ragdoll stretching when AI dies. I havent had much time to play around with it, has anyone else had this problem? Thank
     
  40. RoyalAllen

    RoyalAllen

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    @MahaGaming Do have a picture to show thos problem? Sometimes depending on the models pre skinning (rigging). This cause that to happen. I hope I can help. Shooter ai is great. I recommend it.
     
  41. MahaGaming

    MahaGaming

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    Thank you for reply
    Hey, sorry late reply, I have got him to send me some pics. also hes using unity pro. I'm using unity free when I buy shooter A.I



    this happens with all humanoid characters, also flickering when A.I using melee.

    I will be visiting him next week. Thanks
     
  42. nikita68

    nikita68

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    @JC_LEON - Sorry! Heres the RFPS tutorial:


    @MahaGaming - Thats a Unity 5 bug, but its not a very large error and I believe there will be a fix soon.

    @OPStudios - Thank you for your enthusiasm and support! Unfortunately, there might be some bad news coming :(
     
  43. MahaGaming

    MahaGaming

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    one last question i will be using unity free as i cant pay for pro yet will that affect a.i pro when i buy it. I also read review on store page is it true you cant use custom animations?
     
    Last edited: Jul 6, 2015
  44. nikita68

    nikita68

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  45. MahaGaming

    MahaGaming

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    Thanks for Reply @nikita68
     
  46. RoyalAllen

    RoyalAllen

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    Oh no! Having some set backs? Send me a PM. Well I will mod anyways I got something cool on in mind with Shooter ai!
     
  47. thendricks

    thendricks

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    I'm having a problem, the AI tends to run towards 0,0,0 and I'd find them all in one corner rather than trying to kill me, any way to fix(I have the latest version)
     
  48. nikita68

    nikita68

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    @thendricks - this bug has appeared before. Whats your setup?
     
  49. bluesubstance2

    bluesubstance2

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    Hi there.

    Is there a way to use UFPS' Damage System for the AI? The Ai seems to count the hits, and not the damage.

    Thanks for any reply! :)
     
  50. nikita68

    nikita68

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    @bluesubstance2 - Its really hard (and unnecessary) to use UFPS health system. The SAI health system is actually more advanced, and uses a mulltiple areas to determine whether the AI should die. The "Health Manager" has a health parameter which shows the amount of health points left, then each hit area (which is a child of the health manager), has parameters whether its a "fall down" area, "instant kill" area, or just a normal hit area. You can really customize the health system. :)
     
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