I can see that it would be a fairly extensive blue print, to have a flock of flying creatures circling around the player. Maybe flying around a circle spline with flying animations, then leaving spline to do attack damage, affecting a characters health bar, flying creature health and their falling anims, triggers...respawning, whatever else..b pretty cool though.
Then I could just use the built-in AI system to set the homming target. Make different patrol paths, or set it to empty space near the player for flying ranged enemies. Even better it simplifies how I was going to spawn allies for the player using their gun.
@@comebackguy8892 I resemble that remark 😂. On an unrelated note Did you know unreal has a health system to go with the damage system and you don't need to build any of that shit from scratch?
@@vegitoblue2187 I don't know what you're asking for. I do know I found it as a component when I typed in the word health looking for the health system I made. The outputs it has in blueprints are current health Delta health and I think damage causer and damage type. Can't give you much more than that. I just discovered it last night and I've been working at my day job today.
@@VividVibes299 I was just thinking the same thing. No need to Cast for this scenario. the problem now becomes what if you want that flying actor to "attack" and do things indicative of a traditional AI character ?
Cool trick ! Question though. I want the flyer to stop/react/ do something once it gets close enough to the player character. I am able to get a distance inside a variable so that when its less than lets say 200, the flyer stops. Then once the character keeps moving greater than 200 flyer continues to move. Tried setting the Initial Speed on the Projective Movement to zero and it keeps moving.
I want it just to fly around in the sky EDIT I ended up using ai moveto and random roam form that other NPC tutorial where the NPCs roam around, and did like you did here and make the character up super high on the Z axis. Works the same essentially.
do u know how to make it work EQS system to Flying AI? whenever ai strafes around the EQS in the walking mode there is no problem, however it doesnt work when ai is flying, it immediately falls.
OMG, I needed a flying enemy for the game I am working on, your timing is perfect!
Cheers bro!
i have been looking for this the whole week 😭
This looks very promising and solution I like - simple and brilliant!
I can see that it would be a fairly extensive blue print, to have a flock of flying creatures circling around the player.
Maybe flying around a circle spline with flying animations, then leaving spline to do attack damage, affecting a characters health bar, flying creature health and their falling anims, triggers...respawning, whatever else..b pretty cool though.
Dude you are psychic. I was just considering bat enemies and a fairy follow companion Navi OOT style.
Would've been nice to see an actual flying AI, since I don't event think an AI controller would work with something like this
Thank you for your tutorials, including this one! I was just researching this subject yesterday!
This is awesome! I am learning alot from these videos!
Then I could just use the built-in AI system to set the homming target. Make different patrol paths, or set it to empty space near the player for flying ranged enemies. Even better it simplifies how I was going to spawn allies for the player using their gun.
Nice work bro ❤
thank you man!!
can you alo make a tutorial to make it as your default character that you control?
May I ask, how to set up flying enemies?
It's still flying through the objects...
make sure to senable collision sweeping
@@GorkaGames It's that simple? Oh, my God, I made everything from scratch (and worse) for no reason 😳
@@comebackguy8892
I resemble that remark 😂. On an unrelated note Did you know unreal has a health system to go with the damage system and you don't need to build any of that shit from scratch?
@@FireFox64000000 any docs?
@@vegitoblue2187
I don't know what you're asking for. I do know I found it as a component when I typed in the word health looking for the health system I made. The outputs it has in blueprints are current health Delta health and I think damage causer and damage type. Can't give you much more than that. I just discovered it last night and I've been working at my day job today.
you dont need to cast to player bp, since you already are using get player character, just get any component from it, directly.
Yeah I just connected to get player character. didn't have to use cast to node.
@@VividVibes299 I was just thinking the same thing. No need to Cast for this scenario. the problem now becomes what if you want that flying actor to "attack" and do things indicative of a traditional AI character ?
@WrathOfAl yeah that's what I did and worked fine with attacking. I have an attack helicopter using a line trace node to shoot my charecter.
Thank you bro.
Cool trick ! Question though. I want the flyer to stop/react/ do something once it gets close enough to the player character. I am able to get a distance inside a variable so that when its less than lets say 200, the flyer stops. Then once the character keeps moving greater than 200 flyer continues to move. Tried setting the Initial Speed on the Projective Movement to zero and it keeps moving.
Hi! Removing the cast, how would you do it with a BP interface?
Why would you need to? You're just casting to the player. The player is already loaded in the memory so it's not going to have any hit to performance.
Let’s gooo bro
🔥🔥💪💪
I want it just to fly around in the sky
EDIT
I ended up using ai moveto and random roam form that other NPC tutorial where the NPCs roam around, and did like you did here and make the character up super high on the Z axis. Works the same essentially.
Can I spawn a nav mesh around a generated room during runtime?
Bro how to use 500 motion capture in animation sequence
do u know how to make it work EQS system to Flying AI? whenever ai strafes around the EQS in the walking mode there is no problem, however it doesnt work when ai is flying, it immediately falls.
i wish i had this like 3 months ago 😭😭😭😭
What if i dont want him homming towards the player? Like i want it to dip up and down three the clouds 2:53
Do you know unity
Doesnt work
Try adding some walls and see how poorly this works 😂
this system works best for non obstacle environments
@@GorkaGames this system is a projectile.
First, love your vids
thank you man!!
That’s no AI lol
a comment for the ai overlords
hahhahahaa nice
Can you make a video on how to use motion matching in the gta vi tutorial
Thanks - th-cam.com/video/ER9DDCN7WEw/w-d-xo.html