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BlueFox
เข้าร่วมเมื่อ 6 พ.ย. 2011
Fox Delta Command AI WIP 1
In this video we will show you the very basics of the enemy AI and team AI. As of right now the Enemy can only patrol, and the team AI does follow the player, it can also take firing order (ROE in this game), can hold its position, and also "look" for enemies. We will add more characteristics to the enemy and team AI, in the coming weeks. This video is to show you our current progress since starting up Fox Delta Command.
มุมมอง: 161
วีดีโอ
Playmaker: Quick Pathfinding AI
มุมมอง 6K9 ปีที่แล้ว
In this video I will show you how to quickly make path finding AI using Playmaker. It is a fast video so please pause the video if you have to, to catch up. I will make a vocal version later on.
Playmaker Make Bullets Part 1
มุมมอง 9K10 ปีที่แล้ว
Part 1 of how to make a bullet spawn and fly in Unity using Playmaker. I will cover on how to make a object fly and spawn by using the left mouse button, also how to attach it to a game object like a gun.
Playmaker Make Bullets Part 2
มุมมอง 3.6K10 ปีที่แล้ว
Part 2 on how to make a bullet fly using Playmaker. In this video I will show you how to make automatic weapon fire.
Fox Delta Command Prototype Build
มุมมอง 13811 ปีที่แล้ว
Here is a real rough dev build of Fox Delta Command, enjoy. *WARNING* This is still a work in progress everything you see in this video will change and improve over time. Please keep this in mind when viewing thank you.
Fox Delta Command Making of UMP5
มุมมอง 6911 ปีที่แล้ว
Here is a small video of Sam adding texture details to the UMP5 that he made. Game page: foxdeltagames.com/fdcommand.htm Music is granted permission from 123rf.com
Fox Delta Command First Look in FPS view
มุมมอง 22311 ปีที่แล้ว
A first look at the FPS view for Fox Delta Command. It is still being worked on so expect for it to imporve while the project progresses.
First Mocap
มุมมอง 20311 ปีที่แล้ว
Here is a video of us testing out the Kinect for motion capture. So far we like it, now its just a matter of getting it to work in out project. :)
I just tried following the tutorial but for some reason the automatic fire gets stuck and when I release the button it keeps on firing any thoughts on why this might happen or another way to solve it? P.S. Great Tutorial! Maybe I’ll try an int loop with compare int instead 😁
Thank you!
very nice tutorial
thanks so much
very easy to understand
i dont know why, and probably is a silly question, but the enemy is passing through walls, i thought probably because the walls were not static, but they are, and also have a collider, any idea?
The best and simple aI movement!
Thanks a lot for this vid. It's awesome and very easy!
This is great thank you. My bullets curve to the left for some reason
The sound is too low to hear anything
I'm having an issue of some unknown element dragging the projectiles down away from the spawn object: hutonggames.com/playmakerforum/index.php?topic=13604.0
What about flying objects
Sorry, but I do not know how to make AI for flying objects
OfficiaFoxDeltaGames ok thank you
THANKS
Thank you!
Thanks for this tutorial! :) I have an avatar that I want to move from one position to another and then back to the original position. I tried this tutorial and I can make the avatar move from one place to another, just like in the tutorial, but it did not work when I tried to move it back to the original position. Do you have any idea on how to go about to do this? I would be really grateful for an answer :) Kind regards Anya
Maybe try to store the last position on a vector 3 variable, maybe call it "LastPos". and when you want to go back to the last position, have the "AI" read from the vector 3 variable "LastPos"
Excellent video. Short and exactly what you need to know. Please make more. Thanks!
You can do the same thing with one C# script, and the rest in playmaker, without downloading any other package. Watch the official Unity tutorial on pathfinding, copy the C# script they go through called "SampleAgentScript". And simply use the "Set Property" action in playmaker, the rest is up to you.
The script is very simple, no real knowledge of C# is required. When trying to affect the script using playmaker, use the "Object" variables and set the object to "UnityEngine/Transform", now simply use the "Get Transform" and set the output to the newly created "Object" variable. Its all down to logic in the end, rather than anything else. I made an AI that can patrol designated areas, when spotting me he will give chase, when lose sight he will start a search, and if he still cant find me he will continue patrolling the designated area.
I dont have the Action Set Agent. Were do I get it from?
+ZeldafreakNEO You have to download them to your project. It is on the Playmaker Wiki under Add-ons. Heres the link hutonggames.fogbugz.com/default.asp?W1174
from ecosystem - addon manager for playmaker
Thanks man
I cant spawn prefabs this way. not sure whats going on
Hi, I applied these lessons to 2D, and my only problem is that I don't know how to get the bullet to fire out the same way I'm facing (it always goes right.) Any help?
THANK YOU! Seriously you have no idea how hard I've been thinking about this, I got so mad when I saw how easy this is.
When I create the bullettest1 prefab and drag it onto game object it keeps asking Get Property or Set Property please help!
I Need a little more info on what you are trying to do. Did you make the prefab first, then try apply it to the bullet object you made in the hierarchy? You need to apply the bullet object on hierarchy onto the prefab in your project tab. Look at 3:38 th-cam.com/video/Ku9P8CANv-k/w-d-xo.htmlm38s And do what exactly what I do. I drag the bullet game object in the hierarchy onto the Bullettest1 in the project tab. Now if you are trying to apply Bullettest1 onto the Bulletspawn. What you need to do is first make sure you have "Create Object" Action in State 2 of your Bulletspawn FSM that is attached to your Bulletspawn game object, then from the project tab, drag and drop the Bullettest1 onto the "Game Object" section of the "Create Object" Action on your Bulletspawn FSM State2. If you dont drop Bullettest1 onto the "Game Object" section of "Create Object" or dont have "Create Object" added to State 2 you will get asked the Set or Get Property. Go back and re-watch the video, I explain how to do all that. I know it seems confusing at first, but it will make sense once you watch it again, and start to get the hang of it. Feel free to comment more questions, Ill be glad to help.| PS: Sorry for the late reply, google didnt let me know that you comment on my video.
is schon viel besser geworden, aber himmel, macht das rotpunktvisier neu, das dauert doch nur 2 sekunden :D
Es extraño encontrar un juego que recién venga empezando, la verdad llege aqui por la pagina de Dead Island Riptide :D
all my yes.
I FUCKING LOVE IT!
Woo! Awesome! Can't wait to see the results.