Really convenient and not overly complicated logic, I feel! Will be great for my town hub scene, amending this to having the NPCs walk on the sidewalk and friends coming to you when they spot you!
Brilliant video! For a programming moon this my enemies much more interesting than using boring record animation! The logic is really easy to follow and reverse engineer too. Thank you!
If your enemy is just walking off the edge instead of between the two points it's because you didn't scope out when placing the microchip containing your tags. Scope out of your puppet, THEN place the microchip. Then arrange your tags in whatever position you want.
this was super helpful. im making an RPG and i was wondering if you had tutorials or could make one on how to not only make different weapons as items you can pick up inside a world but also, how to program them with different move sets that your character can use. would honestly completely make my day.
Amazing tutorial. Some loser on TH-cam made a video saying it's the best engine but that it's crap cuz u can't sell your games on steam basically. Talk about missing it. Dreams annihilates unity and unreal, and part of that reason is no money ruining it.
This is a great tutorial, JimmyJules. I have been wanting to write better AI and recently found out that state machines are the way to do it. This video is a perfect demo. 👍
Hey guys, when I try this my trigger zones move with the character as if grouped and therefore my character can never trigger them, just runs one way towards a trigger zone that moves away from him? Help would be aporeciated
If you make a microchip that isn’t on the puppet and make sure it’s scoped out of the puppet group, put your zones in there and that should sort it out :)
Just an update! I had to use an or gate to bypass the trigger zones when it came to deciding the AI as I had to program it to return to follower, and then stop partol altogether but now, since my trigger zones aren't scoped to my character I have two permanent tags for patrolling, I think the updates have made the logic more defined because now I can't rely on basic stuff, had to break it right down. Will be sharing a remixable, enemy AI skeleton, just need to place tags and trigger zones to get him moving and a tag on the player to get him to react when close. Added in a little damaged noise to a timeline rigged up to the loose health port in the puppet logic of the playable character. Now onto hours of animation to get my pirate to run!
When i had your « follow » microship and i test my character fly in the direction of my « player » and i don’t know if the problem is the laser scope. Help will be very cool. And btw your videos are sooooo good like my game is better with all your video 👌🏻thx.
Ok so I'm having an issue with this. I set up a Droid with this and my intention is for the player puppet to sneak past only prob is once he detects the player my Droid won't go back into patrol mode period. He just stands in the same spot on auto fire.
after my enemy sees my player, he goes back to patrolling but if i have lured him out behind the wall with my player, he just walks into the wall as if he thinks he can walk through it, instead of walking around it to get to patrol 1
Yeah once you get into the realm of path finding things get a lot more difficult.. a simple way to do it though might be to have a laser scope pointing forwards on the enemy, and if the laser scope detects something close infront, turn on a mover to push the enemy to the side and around the obstacle :)
@@JimmyJules153 ah! thanks! ill try it out one last thing, i think it was you who made a video were you mentioned that we only get so many trigger zones per scene. but here you use two or 3 for the same AI. is there a more efficient way you know of to achieve all this or is it not a huge deal to use this many for enemies?
I’m curious as to how to make it detect you through walls, and have the enemy run around the wall rather than sliding against it. Could you make a tutorial on that?
Omg i tried to do that on a puppet which somebody else build. And a few parts of the puppet were taged as friendly 0.o. The first time i used the laser.... i got so confused cause it sometimes hits the friendly tag of course🙈
Hey Jimmy. Love the video! So simple, which is why I can’t figure out why mine isn’t working I followed your steps exactly! For some reason the laser scope is detecting my player and/or tag when they are not in range. The enemy puppet will walk to its first “patrol” tag but then the laser scope activated and it runs at the player. I have made sure X-ray is off and I have also made the range of the laser scope really small less than 1m... I can see the white range arrow and my player puppet is not in range so I can’t figure out why the scope is activating. Any advice? Thank you!
And how can we add an hit detector in it? That we get a hit animation after getting hit? And what to do if the the puppet have more attacks like 2-4? Do we need to add an randomizer then or just connect them like the first attack?
Your health manager has a ‘losing health’ output, so you could use this to activate your animations for being hit :) and yeah spot on with the randomiser!
@@JimmyJules153 sorry again about about the randomiser, l need also a timer right? And then connect the node to the randomiser and timer and animations. My problem is just that he only do 1 attack never the second why? I connected both the same way, unless 1 goes to a and 1 to b, both are power on and l put it on "truly random" but it still play only 1 attack..
Just curious, but would you know how to attract enemy AI to check out of a point of impact, ergo a sound such as a bullet fired by the player when they're not detected?
You could have tags on the bullets, and if that enters the radius of the enemy you could send them over in that direction with a follower 🤔 that’s a hard one, you might need to have the bullet emit something with a tag on it and have it stay in that spot until the enemy goes over to inspect it
JimmyJules153 Oof. I wouldn’t want to settle for inconsistency for every time an emitter is fired, but for what I’m doing being a stealth puzzle platformer where you often shoot at switches to open doors rather than get spotted and get thrown into combat, at the very least I would like a scripted event where the enemy would check out the doors they open so it’s not like you can easily sneak by them if they mostly stick to their path.
Could you make a video on how to set an objective for the enimies eg: if a specific amount of enimies go in an area which they are suppose to you automatically lose. Plz
Hey guys. I put a laser scope and it detects my puppet well, however, the line of sight does not break when I put walls/obsticles. It just keeps trying to follow my puppet despite tweaking the x-ray and labels. Any tips?
Hi, can anyone please help? I've followed all steps exactly in this tutorial. I've even deleted everything I done and followed all the steps again. Three times. Every single time, my enemy puppet doesn't patrol, it walks towards the player puppet, straight into the wall. It's as though the enemy puppet can see the player through the wall! Looking at the laser scope gadget, x-ray mode is DEFINITELY turned off. The only way I can get around this at the moment is shortening the range on the laser scope. But having a short range defeats the object. I want my player to be able to hide from the enemy behind objects. Both my player and enemy puppet are custom built by myself, so I'm not sure if there's something to do with my puppets. Or the "wall" object I made that the player puppet is hiding behind. Any help appreciated x
That's a weird one! Try fiddling around with the laser scope when it's not on the puppet. Press play to start time, and drag the scope around and make it hit the wall and you might be able to figure out where it's going wrong.. sorry that's a weird one!
@@JimmyJules153 I fixed it. But don't ask me how! I scoped into my custom player puppet and set all of its puppet settings to default, and voila! The enemy puppet can no longer see it through walls. Weird!
@@JimmyJules153 I have the opposite problem. My enemy won't follow me unless I jump on top of his head or nudge him off course a bit. I don't know why. Also he won't respawn unless I walk to his spawnpoint for some reason. Overall this whole mechanic is very inconsistant. I can never be sure what exactly is gonna happen.
I'm trying to make an FPS with two teams of Bots battling it out. I have everything figured out up to the point where I need the Bots to be able to aim up and down at each other in those instances where the terrain is uneven. How do I make enemy AI aim and shoot upwards and downwards towards the player / friendly ai? I've watched so many dreams tutorials and no one has covered this, let alone explain a solution. I tried putting a follower on the bullet, which helped the bullet travel up and down but now I have heat-seeking bullets that I can't escape from. I tried hooking up a timer to a keyframe that would turn the follower off after emitted, but that just awkwardly affected the bullet physics. I'm at a loss. There's so much I want to do with dreams but it's just so complicated. I need help.
Okay, I figured it out. I removed the followers from the bullet, and instead I put a look at rotator on the hand holding the gun (set to look at "friend" tag). But when I played it, the hand started rotating in all sorts of unnatural directions. Then I scoped into the wrist joint itself and limited the range of the Joint Movement to 25 to 30 degrees. Now, the enemy AI can aim up and down and shoot at you from varying Heights without heat seeking bullets breaking the immersion and gameplay. I don't know if anybody cares but I just wanted to explain my solution, in case anyone else is having similar problems.
I managed to make it so that he goes from A to B when patrolling, but when he reaches another destination he doesn’t react to the trigger zone . The only way to make him go the other way is dragging the trigger zone he is standing in out of him and then put it back in him. I have no idea what I have done.
Make sure your tag origin is in the center of the character, so open the tweak menu and move the origin to the center rather than it being on top of the puppet microchip if you haven't already. Let me know if you're still having troubles :)
Please help l cant figure out how to do it with 2 or more attacks. I added a timer and randomiser but it's always mess up. PLEASE make a short tutorial only how an ai do 2 or more attacks by random and with a timer after every attack.
Good idea! I’ll add it to the list :) I might be able to help until then, what messes up exactly? I’d have it all on a repeating timeline. Also make sure you power AND shuffle the randomiser with the same signal :)
@@JimmyJules153 thanks l figured how it work but l have a new problem. .. when the ai first encounter me all goes well they keep attacking after the timer BUT as soon l walk away just a few steps then they will still follow me but dont attack anymore until l restart the dream. How can l fix it???
@@JimmyJules153 do you know the problem? Please help dude l struggling for days to fix it. My ai can have 1 or more attacks it all works but like l said as soon as l walk away and they follow me then they wont attack anynore until l reset. How can l fix this? The attacking mode is on since l am in range but the timer wont start anymore after the second encounter. Also l really need to know how to put priorities for ai attacks like 1 attack they do most often and 2nd attack only rarely like a special or healing move but how can l do that? I know it's a lot but l REALLY NEED HELP l wasting all day figuring it out myself l getting frustrated
Hi Jimmy, Really enjoying your tutorials. Thank you! I have a question about this particular tutorial. How can I make so that when the player attacks the enemy puppet, the follow player and attack player chips are off or disabled? At the moment, when my player is attacking the enemy AI, because the player is both in the line of sight and trigger zone, the enemy AI is still following the player and attacking the player. I've added a custom animation so that when the enemy AI loses health it staggers backwards. Despite this, the enemy puppet is attacking/walking at the same time still, so it's playing all these movements at once and it looks really bizarre. I'm thinking there needs to be some more logic added to say puppet only looks for/follows/attacks player IF it is NOT losing health. I've been messing about with NOT gates and just still can't figure out the logic. I just want to make it so the enemy puppet can't walk or attack if it is being attacked itself. Really appreciate any help x
Great question :) so i'd probably use a timeline here. If you set the timeline to 'once', and put a single keyframe on it. Make that keyframe turn *off* the power to the parts you don't want turned on. so e.g. the keyframe could turn off the selector and that would disable all of the chips that are attached to it, and just leave the timeline/stumble animation going. A *not* gate and a timer would also work, but you might need an 'and' gate in there as well if you also want to take into account the selectors output. Hope this helps let me know if you're stuck :)
thanks for the video, i have couple of questions 1. every time enemy kills me he wont move afterwards, he just stays there 2. laserscope is all over the place and i have followed your advice, hell i followed your steps but sometimes at the start of the level he immediately goes to me, like xray doesn't work or distance 3. when he kill me he sometimes hovers all the way back to me and just spawn kills me edit; how to fix issue that when ai puppet is not looking at me but he detectes me and turns around like a demon
Can someone help me? I made the enemy and I got it working, but I want to save it, but since you cant save gadgets, I put the patrol chip inside the AI, now when ever I try to take it out if the AI, he goes in circles. I have tried everything and I have no luck, any help? EDIT: I fix it, but now the enemy's are draining health form themselves? Any fixes?
Hi ,I am not sure if things have changed but my ai follows the first trigger then stops and sits down at the second trigger similar to what seafood gaming was saying, I have built my zones and made sure I wasn’t scoped into the puppet. Thanks
Sorry to hear that! If you look at this in test mode, can you see the second follower activating for the enemy when the trigger zone activates? The selector should switch to the second follower
For some reason my puppet wont face the direction of its patrol or anything else it moves sideways . I assume this is probably because it has no legs ?? Do I maybe add the legs back and make then Invisible if I want something to seem like its is floating?
MrMysticmatt open the tweak menu and move the positional arrow from the left, to in front of the character with grid mode on :) by default they point to the left for some reason
For some reason my ai only attacks when they first encounter me, when l run a few meters away they will follow me but not attack me... what do l wrong??
@@JimmyJules153 hey, l did check many times and it seems all ok. When l am out of sight it's on wander mode, when l am closer it switch on follow mode and when l am in the trigger zone it switch to attack mode. The first time it work but when l turn around and come back then the signals switch to follow and then when in trigger zone, back to attack BUT hes not actually attacking but the signals are all correct so there must be an mistake in the attack chip right? But l just cant find the problem :(
@@JimmyJules153 with test mode you mean pressing play while the ai is following and attacking my player and have the microchips open to see what's going on? If yes then no l cant see the problem. I mean the timeline dont start because the timer dont start. I connected a timet to the timeline and if my ai have 2 or more attacks then l also connect a randomiser with it. May l can send you a picture of the attack chip ? So you can tell me what l did wrong or can u upload a video or picture with you attack chip ? But like 2 timelines with normal attacks like a punch or so. Then l could check what l connected wrong
Or can you just publish your ai chip in dreams so l can just use that? But 2 chips. 1 with 1 attack and one with 2 or more attacks so l know how to connect with a randomiser and timer right. And like a normal attack animation like a punch or swing not like a walking attack like in the video Please bro that would help me sooo much . I cant work on my projects cause l just cant figure out the problem that my ai stop attacking after switching back to follow mode even thi it change back to attack mode when l am in range but the timer just wont start. It would mean a lot for me if you could help me
So I'm trying to make my enemy puppet's "patrol" choose a random direction from forwards backward left and right as dictated by 4 tags placed locally on the puppet in their respective directions from it so they'll follow it where it's moving which changes direction on a timer. The movement works fine, but for some reason when I try to use the look-at rotator to make it look at tag ABC or D it ignores the tag and spins around wildly instead of stopping the turn when it finds the tag. I'm not sure what's going on. EDIT: Nvm, It just occurred to me that the tags are going to turn with the character when it turns effectively "chasing its tail" and looking for the tag forever. Figured it out. ...but then what do I use instead? EDIT 2: Oooh wait. I just use normal directional movers instead of the tags and then I use a rocket rotator outside of the puppet group and then select the puppet as the affected object. That fixed it. I waaaaayyy overcomplicated that. Haha.
Hope you are well Jimmy. .really missing the tutorials.. In case u haven't covered it.. can you or anyone please tell me.. how would I get Vehicle's. .say trains.. to do never ending large circles around a fairly big circular track? Please help.. I'm sure it's either the look at rotator/mover and/or lazer scope.. I just want a measured distance where I can emit trains that pass by every now and then.. was so easy in LBP.. cant be that hard on here.. I've seen a Dev show a simple train do it..but I can't find it and it wasn't a proper tutorial
Thanks John doing well, i recorded a tut last night so it’ll be all edited and released this afternoon :) I tried making a train too and it’s definitely not easy at all...! For the train just going in a circle you’d probably want to use a rocket rotator so the train is always facing the direction it’s moving, and yes you’d probably just use a rotator and a mover, with the mover set to ‘local space’. It depends what look you’re going for though, post this in the dreams discord if you need some more help, I’m in there a lot!
also, instead of the enemy stopping pursuit after not seeing you for long enough, what about if you get too far away from them? similar to dark souls how would i achieve that? been fiddling and cant figure it out
You could use the follower distance for that, the follower has a built in follow distance, and a 'found target' output too, so you could use those in conjunction with the line of sight and that should get it working 🤔, so when the target is 'not found' for 'x' seconds, go back to patrolling :)
Couldn't you just use one single rocket rotator instead of all those look at rotators? That's how I've been getting my NPCs to aim their bodies while walking
Hey Jimmy great tutorial - why do the hands and arms go thru the Player Puppet and can you make it so it doesnt ? Waht about adding effects at that moment when it hits - reaction from Player etc .
You could definitely make up some collision physics for it, this was a quick job just explaining how it all tied together, but you can spend as much time on things and make them exactly how you envisioned. They've got all the inputs and outputs there, so you should be able to use them to make the player react at the right times :)
Thanks again this is awesome! If the Ai is in a map with lots of obstacles, how would I get the Ai to return to his original patrol after you run across a map away from him? Currently he gets stuck on trees and just stays there until a player walks past.
It does get tricky once you try to get it avoiding things, then you get into the realm of pathfinding.. at the least you'd need a laser scope to detect when the character has run into something, and that would get them to move left/right to get around the obstacle :)
Hey Jimmy please answer this. It looks like when you place your mover or follower gadgets in your puppets they move the puppet automatically. I cannot get the puppet to move without hooking up those gadgets to the "move forward" input in the puppet gadget. How do you get them to move just by placing a follower or mover?
Check in ‘test mode’ and you should be able to see which gadget isn’t activating, you can pin a microchip to your screen to easily see what signals are or are not being sent :)
@@JimmyJules153thanks i finally fix it, can you please tell me how to keep my saved character in Middle of my scene when i add it to my scene from my list it is far away from my scene and sometimes fall and never find it. please help I'm suffering from this.
You sure can, if you have a timeline with your attack on it set to ‘loop’ or ‘repeat’ (can’t remember which it is) it’ll keep attacking over and over again until you’re out of range :)
That’s a hard one to pin down! If you disable chips one by one, you should be able to narrow down the chip that is causing it. Let me know when it’s happening if you’re still stuck :)
@@JimmyJules153 I did figure it out thanks. Now it seemed to work perfectly, but the moment I entered it into a new scene, the dummy would attack but not look in the direction of the player. Been playing for only two days, so hopefully I'll figure it out soon! Thanks for replying mate!
In the same spot? You could just have a timer going for 8 seconds and keyframe the enemy to be invisible and not collideable while they’re respawning :)
Sorry i flicked through the video but didn't see anything with a heap of Y axis dampening, can you turn the Y dampening off for whatever it is that's causing it?
That spinny attack was hilarious! XD Thanks for the tutorial. I was wondering if the "target found" output might be used to change the selector. So you'd have a "minimum" distance set, and then when you're close enough that it doesn't need to follow any more, it would stop outputting a signal? Maybe? If that works, then you could wire "target found" from both followers into a NOT gate, and wire that into the selector's "next." For the rotation of the enemy, you could use a rocket rotator instead, and it would just rotate towards whatever way it's moving. Then you could simply leave it on all the time. I noticed when you need to type something it sounds like you tap a load of random keys before actually typing the thing you wanted to type. What's up with that? XD
Sorry for the late reply.... the message was marked as spam for some reason..!? I was under the impression that the 'target found' output on the follower was active continually when the target was in the range, but i haven't tried that for a few updates so that might have changed i'll have to give that a go, because that'd be useful for a lot of stuff! Haha great idea with the rocket rotator, i didn't even think of that, there's another gadget saved! And the typing noises XD that'd be me running my fingers over the keyboard trying to find the little bumps on the 'F' and 'J' keys hahah
@@JimmyJules153 Yeah, what I was thinking was that when you're too *close* to it, then it *may* no longer be considered a valid target, and so no target is "found." Maybe. Oooooh. Haha! That's cool. Funny, I touch-type too, but I wasn't taught; it's just from years of programming. So I don't use those nubs. I think I just glance at the keys when my hands first rest on them. But that explains it ^^
he patrol
he attac
but most importantly jimmy gonna explain it back to back
i know I am kinda randomly asking but do anyone know a good place to stream newly released series online ?
@Benjamin Santana Flixportal
@Lane Drake Thank you, signed up and it seems like a nice service :D I really appreciate it !!
@Benjamin Santana No problem xD
Loving the simpleness of it! Thanks!
LOVE the attack animation! xD
great tutorial!!
So glad I found your tutes. Way way better at explaining the important stuff. MM need to give you a job :)
Amen
totally agree, just got this game and your vid was way better than some of mm's :)
R u saying you DONT like the woman whose voice jumps up two octaves in pitch every other word?
Really convenient and not overly complicated logic, I feel! Will be great for my town hub scene, amending this to having the NPCs walk on the sidewalk and friends coming to you when they spot you!
You are the best in terms of dreams tutorials, thank youuuu
Jimmy the Jewel does it again. Thank you, now to put it to use
Thanks for these and all the tutorials you are making, im improving my skills in dreams because of it!
I've just made a patrolling/wandering template with a few variations of this video for a random wandering and works great!
Your tutorials are really nice and easy to follow. Most tutorials they just ramble as if I’m a genius lol. Nice job.
Brilliant video! For a programming moon this my enemies much more interesting than using boring record animation! The logic is really easy to follow and reverse engineer too. Thank you!
If your enemy is just walking off the edge instead of between the two points it's because you didn't scope out when placing the microchip containing your tags. Scope out of your puppet, THEN place the microchip. Then arrange your tags in whatever position you want.
You're a life saver
This is awesome! Thank you so much! Would be nice if we had a tool to just drag n size zones to make a mesh for traversable ai terrain.
I like how simple it was thx
Thank you so much, this helped out a lot!
Thanks Jimmy! I learned a lot in this tutorial :)
God that messed with my head! Great helpful video though. I got there in the end :-) thanks
this was super helpful. im making an RPG and i was wondering if you had tutorials or could make one on how to not only make different weapons as items you can pick up inside a world but also, how to program them with different move sets that your character can use. would honestly completely make my day.
Thank you so much friend.
Amazing tutorial. Some loser on TH-cam made a video saying it's the best engine but that it's crap cuz u can't sell your games on steam basically. Talk about missing it. Dreams annihilates unity and unreal, and part of that reason is no money ruining it.
This is a great tutorial, JimmyJules. I have been wanting to write better AI and recently found out that state machines are the way to do it. This video is a perfect demo. 👍
Thank you. this tutorial is really great... great pace and great explaination.
Hey guys, when I try this my trigger zones move with the character as if grouped and therefore my character can never trigger them, just runs one way towards a trigger zone that moves away from him? Help would be aporeciated
If you make a microchip that isn’t on the puppet and make sure it’s scoped out of the puppet group, put your zones in there and that should sort it out :)
@@JimmyJules153 I'll give it a go, thanks!
Just an update! I had to use an or gate to bypass the trigger zones when it came to deciding the AI as I had to program it to return to follower, and then stop partol altogether but now, since my trigger zones aren't scoped to my character I have two permanent tags for patrolling, I think the updates have made the logic more defined because now I can't rely on basic stuff, had to break it right down. Will be sharing a remixable, enemy AI skeleton, just need to place tags and trigger zones to get him moving and a tag on the player to get him to react when close. Added in a little damaged noise to a timeline rigged up to the loose health port in the puppet logic of the playable character. Now onto hours of animation to get my pirate to run!
This is a good tutorial but the puppet doesn't want to move, i did all your steps but the problem is with the puppet im using do you know how to help?
Thank you thank you thank you. Your tutorial is awesome. I got the enemy to work. Thank you soooooo much 🎉🥳
this helped me so much bro thank you 🙌🏽
Epic I needed this
I will just make it tomorrow
When i had your « follow » microship and i test my character fly in the direction of my « player » and i don’t know if the problem is the laser scope. Help will be very cool. And btw your videos are sooooo good like my game is better with all your video 👌🏻thx.
If you have a look at the chip in test mode, can you see which 'state' is active when the problem is happening?
Great tutorial, thank you :)
Is it possible to make ai fight each other like in common games ? I’d like to know the way
Omg this was so helpful thank you
Ok so I'm having an issue with this. I set up a Droid with this and my intention is for the player puppet to sneak past only prob is once he detects the player my Droid won't go back into patrol mode period. He just stands in the same spot on auto fire.
Everytime I try this my ai runs in one direction infinitely how do I fix this?
after my enemy sees my player, he goes back to patrolling but if i have lured him out behind the wall with my player, he just walks into the wall as if he thinks he can walk through it, instead of walking around it to get to patrol 1
Yeah once you get into the realm of path finding things get a lot more difficult.. a simple way to do it though might be to have a laser scope pointing forwards on the enemy, and if the laser scope detects something close infront, turn on a mover to push the enemy to the side and around the obstacle :)
@@JimmyJules153 ah! thanks! ill try it out
one last thing, i think it was you who made a video were you mentioned that we only get so many trigger zones per scene. but here you use two or 3 for the same AI. is there a more efficient way you know of to achieve all this or is it not a huge deal to use this many for enemies?
I Had The Same Problem, Turns Out That I Just Had The Laserpointer On The Wrong Position XD
I’m curious as to how to make it detect you through walls, and have the enemy run around the wall rather than sliding against it. Could you make a tutorial on that?
Omg i tried to do that on a puppet which somebody else build. And a few parts of the puppet were taged as friendly 0.o. The first time i used the laser.... i got so confused cause it sometimes hits the friendly tag of course🙈
Hey Jimmy. Love the video! So simple, which is why I can’t figure out why mine isn’t working I followed your steps exactly! For some reason the laser scope is detecting my player and/or tag when they are not in range. The enemy puppet will walk to its first “patrol” tag but then the laser scope activated and it runs at the player. I have made sure X-ray is off and I have also made the range of the laser scope really small less than 1m... I can see the white range arrow and my player puppet is not in range so I can’t figure out why the scope is activating. Any advice? Thank you!
the enemy ai can never detect the player for me I did everything the same on the vid. It never follows the player once it sees it
Thank you
It’s not working for me:( . When I try to test to see if the guy patrols, he walks over to patrol 1 but then gets stuck there.
And how can we add an hit detector in it? That we get a hit animation after getting hit? And what to do if the the puppet have more attacks like 2-4? Do we need to add an randomizer then or just connect them like the first attack?
Your health manager has a ‘losing health’ output, so you could use this to activate your animations for being hit :) and yeah spot on with the randomiser!
@@JimmyJules153 thanks! You tutorial was the best l have seen about ai logic 👍
@@JimmyJules153 sorry again about about the randomiser, l need also a timer right? And then connect the node to the randomiser and timer and animations. My problem is just that he only do 1 attack never the second why? I connected both the same way, unless 1 goes to a and 1 to b, both are power on and l put it on "truly random" but it still play only 1 attack..
Make sure to un group the patrol tags chip from the character or he will just keep walking off the screen.
Just curious, but would you know how to attract enemy AI to check out of a point of impact, ergo a sound such as a bullet fired by the player when they're not detected?
You could have tags on the bullets, and if that enters the radius of the enemy you could send them over in that direction with a follower 🤔 that’s a hard one, you might need to have the bullet emit something with a tag on it and have it stay in that spot until the enemy goes over to inspect it
JimmyJules153 Oof. I wouldn’t want to settle for inconsistency for every time an emitter is fired, but for what I’m doing being a stealth puzzle platformer where you often shoot at switches to open doors rather than get spotted and get thrown into combat, at the very least I would like a scripted event where the enemy would check out the doors they open so it’s not like you can easily sneak by them if they mostly stick to their path.
Could you make a video on how to set an objective for the enimies eg: if a specific amount of enimies go in an area which they are suppose to you automatically lose. Plz
Hey guys. I put a laser scope and it detects my puppet well, however, the line of sight does not break when I put walls/obsticles. It just keeps trying to follow my puppet despite tweaking the x-ray and labels. Any tips?
this is very useful but instead of patrol i want him to wander, please reply if you know how to do that
Hi, can anyone please help? I've followed all steps exactly in this tutorial. I've even deleted everything I done and followed all the steps again. Three times.
Every single time, my enemy puppet doesn't patrol, it walks towards the player puppet, straight into the wall. It's as though the enemy puppet can see the player through the wall!
Looking at the laser scope gadget, x-ray mode is DEFINITELY turned off.
The only way I can get around this at the moment is shortening the range on the laser scope.
But having a short range defeats the object. I want my player to be able to hide from the enemy behind objects.
Both my player and enemy puppet are custom built by myself, so I'm not sure if there's something to do with my puppets. Or the "wall" object I made that the player puppet is hiding behind.
Any help appreciated x
That's a weird one! Try fiddling around with the laser scope when it's not on the puppet. Press play to start time, and drag the scope around and make it hit the wall and you might be able to figure out where it's going wrong.. sorry that's a weird one!
@@JimmyJules153 I fixed it. But don't ask me how! I scoped into my custom player puppet and set all of its puppet settings to default, and voila! The enemy puppet can no longer see it through walls. Weird!
@@tallyrabbit2128 If you can give any specifics, it would be much appreciated. I'm having the same issue!
@@JimmyJules153 I have the opposite problem. My enemy won't follow me unless I jump on top of his head or nudge him off course a bit. I don't know why. Also he won't respawn unless I walk to his spawnpoint for some reason. Overall this whole mechanic is very inconsistant. I can never be sure what exactly is gonna happen.
hey can you make a tutorial on how to make particle effects for attacks please
I'm trying to make an FPS with two teams of Bots battling it out. I have everything figured out up to the point where I need the Bots to be able to aim up and down at each other in those instances where the terrain is uneven. How do I make enemy AI aim and shoot upwards and downwards towards the player / friendly ai? I've watched so many dreams tutorials and no one has covered this, let alone explain a solution. I tried putting a follower on the bullet, which helped the bullet travel up and down but now I have heat-seeking bullets that I can't escape from. I tried hooking up a timer to a keyframe that would turn the follower off after emitted, but that just awkwardly affected the bullet physics. I'm at a loss. There's so much I want to do with dreams but it's just so complicated. I need help.
Okay, I figured it out. I removed the followers from the bullet, and instead I put a look at rotator on the hand holding the gun (set to look at "friend" tag). But when I played it, the hand started rotating in all sorts of unnatural directions. Then I scoped into the wrist joint itself and limited the range of the Joint Movement to 25 to 30 degrees. Now, the enemy AI can aim up and down and shoot at you from varying Heights without heat seeking bullets breaking the immersion and gameplay. I don't know if anybody cares but I just wanted to explain my solution, in case anyone else is having similar problems.
Thank you :)
My puppet just ran in one direction
I managed to make it so that he goes from A to B when patrolling, but when he reaches another destination he doesn’t react to the trigger zone . The only way to make him go the other way is dragging the trigger zone he is standing in out of him and then put it back in him. I have no idea what I have done.
Make sure your tag origin is in the center of the character, so open the tweak menu and move the origin to the center rather than it being on top of the puppet microchip if you haven't already. Let me know if you're still having troubles :)
Please help l cant figure out how to do it with 2 or more attacks. I added a timer and randomiser but it's always mess up. PLEASE make a short tutorial only how an ai do 2 or more attacks by random and with a timer after every attack.
Good idea! I’ll add it to the list :) I might be able to help until then, what messes up exactly? I’d have it all on a repeating timeline. Also make sure you power AND shuffle the randomiser with the same signal :)
@@JimmyJules153 thanks l figured how it work but l have a new problem. .. when the ai first encounter me all goes well they keep attacking after the timer BUT as soon l walk away just a few steps then they will still follow me but dont attack anymore until l restart the dream. How can l fix it???
@@JimmyJules153 do you know the problem? Please help dude l struggling for days to fix it. My ai can have 1 or more attacks it all works but like l said as soon as l walk away and they follow me then they wont attack anynore until l reset. How can l fix this? The attacking mode is on since l am in range but the timer wont start anymore after the second encounter. Also l really need to know how to put priorities for ai attacks like 1 attack they do most often and 2nd attack only rarely like a special or healing move but how can l do that? I know it's a lot but l REALLY NEED HELP l wasting all day figuring it out myself l getting frustrated
When player is out of sight, it would be great if the ai goes to the nearest tag and starts patrol from this point. Help?!
Hi Jimmy,
Really enjoying your tutorials. Thank you!
I have a question about this particular tutorial.
How can I make so that when the player attacks the enemy puppet, the follow player and attack player chips are off or disabled?
At the moment, when my player is attacking the enemy AI, because the player is both in the line of sight and trigger zone, the enemy AI is still following the player and attacking the player.
I've added a custom animation so that when the enemy AI loses health it staggers backwards.
Despite this, the enemy puppet is attacking/walking at the same time still, so it's playing all these movements at once and it looks really bizarre.
I'm thinking there needs to be some more logic added to say puppet only looks for/follows/attacks player IF it is NOT losing health.
I've been messing about with NOT gates and just still can't figure out the logic.
I just want to make it so the enemy puppet can't walk or attack if it is being attacked itself.
Really appreciate any help x
Great question :)
so i'd probably use a timeline here. If you set the timeline to 'once', and put a single keyframe on it. Make that keyframe turn *off* the power to the parts you don't want turned on. so e.g. the keyframe could turn off the selector and that would disable all of the chips that are attached to it, and just leave the timeline/stumble animation going.
A *not* gate and a timer would also work, but you might need an 'and' gate in there as well if you also want to take into account the selectors output.
Hope this helps let me know if you're stuck :)
Instead of using tags and followers for the patrol mode, could I use an possession recorder instead?
thanks for the video,
i have couple of questions
1. every time enemy kills me he wont move afterwards, he just stays there
2. laserscope is all over the place and i have followed your advice, hell i followed your steps but sometimes at the start of the level he immediately goes to me, like xray doesn't work or distance
3. when he kill me he sometimes hovers all the way back to me and just spawn kills me
edit; how to fix issue that when ai puppet is not looking at me but he detectes me and turns around like a demon
Can someone help me? I made the enemy and I got it working, but I want to save it, but since you cant save gadgets, I put the patrol chip inside the AI, now when ever I try to take it out if the AI, he goes in circles. I have tried everything and I have no luck, any help?
EDIT: I fix it, but now the enemy's are draining health form themselves? Any fixes?
Hi ,I am not sure if things have changed but my ai follows the first trigger then stops and sits down at the second trigger similar to what seafood gaming was saying, I have built my zones and made sure I wasn’t scoped into the puppet. Thanks
Sorry to hear that!
If you look at this in test mode, can you see the second follower activating for the enemy when the trigger zone activates? The selector should switch to the second follower
JimmyJules153 Hi, yes the puppet triggers the Patrol 2 follower then sits down at the point where he is meant to turn to activate Patrol 1 follower
Can this work for sculpture too? I've made a tank and wondered if theres any tweaks needed for this to work for it?
For some reason my puppet wont face the direction of its patrol or anything else it moves sideways . I assume this is probably because it has no legs ?? Do I maybe add the legs back and make then Invisible if I want something to seem like its is floating?
MrMysticmatt open the tweak menu and move the positional arrow from the left, to in front of the character with grid mode on :) by default they point to the left for some reason
For some reason my ai only attacks when they first encounter me, when l run a few meters away they will follow me but not attack me... what do l wrong??
You might have to check in test mode to see what signals are being sent, you should be able to see what's activating when it shouldn't be :)
@@JimmyJules153 hey, l did check many times and it seems all ok. When l am out of sight it's on wander mode, when l am closer it switch on follow mode and when l am in the trigger zone it switch to attack mode. The first time it work but when l turn around and come back then the signals switch to follow and then when in trigger zone, back to attack BUT hes not actually attacking but the signals are all correct so there must be an mistake in the attack chip right? But l just cant find the problem :(
KidouKenshi22 if you open that attack microchip and the timeline if you’ve got one on it in test mode, can you see what’s not working in there?
@@JimmyJules153 with test mode you mean pressing play while the ai is following and attacking my player and have the microchips open to see what's going on? If yes then no l cant see the problem. I mean the timeline dont start because the timer dont start. I connected a timet to the timeline and if my ai have 2 or more attacks then l also connect a randomiser with it. May l can send you a picture of the attack chip ? So you can tell me what l did wrong or can u upload a video or picture with you attack chip ? But like 2 timelines with normal attacks like a punch or so. Then l could check what l connected wrong
Or can you just publish your ai chip in dreams so l can just use that? But 2 chips. 1 with 1 attack and one with 2 or more attacks so l know how to connect with a randomiser and timer right. And like a normal attack animation like a punch or swing not like a walking attack like in the video Please bro that would help me sooo much . I cant work on my projects cause l just cant figure out the problem that my ai stop attacking after switching back to follow mode even thi it change back to attack mode when l am in range but the timer just wont start. It would mean a lot for me if you could help me
So I'm trying to make my enemy puppet's "patrol" choose a random direction from forwards backward left and right as dictated by 4 tags placed locally on the puppet in their respective directions from it so they'll follow it where it's moving which changes direction on a timer.
The movement works fine, but for some reason when I try to use the look-at rotator to make it look at tag ABC or D it ignores the tag and spins around wildly instead of stopping the turn when it finds the tag. I'm not sure what's going on.
EDIT: Nvm, It just occurred to me that the tags are going to turn with the character when it turns effectively "chasing its tail" and looking for the tag forever. Figured it out. ...but then what do I use instead?
EDIT 2: Oooh wait. I just use normal directional movers instead of the tags and then I use a rocket rotator outside of the puppet group and then select the puppet as the affected object. That fixed it. I waaaaayyy overcomplicated that. Haha.
Great to hear you worked it out :)
Don't worry, everything we all make at first is overcomplicated but it's a great way to learn and improve!
Hope you are well Jimmy. .really missing the tutorials..
In case u haven't covered it.. can you or anyone please tell me.. how would I get Vehicle's. .say trains.. to do never ending large circles around a fairly big circular track?
Please help.. I'm sure it's either the look at rotator/mover and/or lazer scope.. I just want a measured distance where I can emit trains that pass by every now and then.. was so easy in LBP.. cant be that hard on here.. I've seen a Dev show a simple train do it..but I can't find it and it wasn't a proper tutorial
Thanks John doing well, i recorded a tut last night so it’ll be all edited and released this afternoon :)
I tried making a train too and it’s definitely not easy at all...! For the train just going in a circle you’d probably want to use a rocket rotator so the train is always facing the direction it’s moving, and yes you’d probably just use a rotator and a mover, with the mover set to ‘local space’. It depends what look you’re going for though, post this in the dreams discord if you need some more help, I’m in there a lot!
if the trains a puppet just do a possession recorder or make a timeline moving the train appropriately
also, instead of the enemy stopping pursuit after not seeing you for long enough, what about if you get too far away from them? similar to dark souls
how would i achieve that? been fiddling and cant figure it out
You could use the follower distance for that, the follower has a built in follow distance, and a 'found target' output too, so you could use those in conjunction with the line of sight and that should get it working 🤔, so when the target is 'not found' for 'x' seconds, go back to patrolling :)
Couldn't you just use one single rocket rotator instead of all those look at rotators? That's how I've been getting my NPCs to aim their bodies while walking
Hey Jimmy great tutorial - why do the hands and arms go thru the Player Puppet and can you make it so it doesnt ? Waht about adding effects at that moment when it hits - reaction from Player etc .
You could definitely make up some collision physics for it, this was a quick job just explaining how it all tied together, but you can spend as much time on things and make them exactly how you envisioned.
They've got all the inputs and outputs there, so you should be able to use them to make the player react at the right times :)
Thanks again this is awesome! If the Ai is in a map with lots of obstacles, how would I get the Ai to return to his original patrol after you run across a map away from him? Currently he gets stuck on trees and just stays there until a player walks past.
It does get tricky once you try to get it avoiding things, then you get into the realm of pathfinding.. at the least you'd need a laser scope to detect when the character has run into something, and that would get them to move left/right to get around the obstacle :)
@@JimmyJules153 thanks I'll look into it 😄
My selector isn't switching, any tips?
Hey Jimmy please answer this. It looks like when you place your mover or follower gadgets in your puppets they move the puppet automatically. I cannot get the puppet to move without hooking up those gadgets to the "move forward" input in the puppet gadget. How do you get them to move just by placing a follower or mover?
Make sure you’ve got the strength cranked! It takes a bit of force to get the puppets moving :)
@@JimmyJules153 awesome I'll try it. Thanks!
This is hard but thank you
and one last question: lets say i made this in one dream but want to copy it and bring it to another dream. how do i do that?
if you select an asset in a scene, you can hit the 'save as new creation' button that appears on the right menu and save it as an element :)
My enemy disent detect my character even tho I know I'm doing it rigth I need help nvm I forgot to label my character as friend 😁
How can I make a playable object turning towards the direction it is going?
You could use a rocket rotator for that :)
he just follow does not attack, i did exactly as you do.
Check in ‘test mode’ and you should be able to see which gadget isn’t activating, you can pin a microchip to your screen to easily see what signals are or are not being sent :)
@@JimmyJules153thanks i finally fix it, can you please tell me how to keep my saved character in Middle of my scene when i add it to my scene from my list it is far away from my scene and sometimes fall and never find it. please help I'm suffering from this.
How would you go about changing enemy hit points? Great video btw.
For your setup could you use a health manager, and just increase the hitpoints? or do you mean changing them on the fly? :)
can i somehow make my enemie attack twice if i dont take something like the Spin? he wont attack again untill u are out of his attack trigger range :/
You sure can, if you have a timeline with your attack on it set to ‘loop’ or ‘repeat’ (can’t remember which it is) it’ll keep attacking over and over again until you’re out of range :)
Hey, trying to figure out why my puppet takes off in one direction and doesn’t return to tag points. Noob. Please help!
That’s a hard one to pin down! If you disable chips one by one, you should be able to narrow down the chip that is causing it. Let me know when it’s happening if you’re still stuck :)
@@JimmyJules153 I did figure it out thanks. Now it seemed to work perfectly, but the moment I entered it into a new scene, the dummy would attack but not look in the direction of the player. Been playing for only two days, so hopefully I'll figure it out soon! Thanks for replying mate!
Does anybody know how to make a parry system?
Can I make a sediadiatry attacker I want him to shoot the player
The puppet doesn’t move!!! Why? (I pressed R3)
Make sure your follower strength is fairly high! that might sort it out :)
Yoi! Finally found a vid made on my bday.
🍰🎉🎈🎊🥳
How do you suggest I have my enemies respawn after 8 seconds?
In the same spot? You could just have a timer going for 8 seconds and keyframe the enemy to be invisible and not collideable while they’re respawning :)
Wouldn't be able to do a short video on it? I've learned majority of the things I know about dreams from watching your channel
Can you do a tutorial going over the Exclusive gate
there is still a problem, I can't make the enemy follow me up a hill, due to the setting where it can't travel on the Y axis at all....
Sorry i flicked through the video but didn't see anything with a heap of Y axis dampening, can you turn the Y dampening off for whatever it is that's causing it?
4:28
That spinny attack was hilarious! XD Thanks for the tutorial.
I was wondering if the "target found" output might be used to change the selector. So you'd have a "minimum" distance set, and then when you're close enough that it doesn't need to follow any more, it would stop outputting a signal? Maybe? If that works, then you could wire "target found" from both followers into a NOT gate, and wire that into the selector's "next."
For the rotation of the enemy, you could use a rocket rotator instead, and it would just rotate towards whatever way it's moving. Then you could simply leave it on all the time.
I noticed when you need to type something it sounds like you tap a load of random keys before actually typing the thing you wanted to type. What's up with that? XD
Sorry for the late reply.... the message was marked as spam for some reason..!?
I was under the impression that the 'target found' output on the follower was active continually when the target was in the range, but i haven't tried that for a few updates so that might have changed i'll have to give that a go, because that'd be useful for a lot of stuff!
Haha great idea with the rocket rotator, i didn't even think of that, there's another gadget saved!
And the typing noises XD that'd be me running my fingers over the keyboard trying to find the little bumps on the 'F' and 'J' keys hahah
@@JimmyJules153 Yeah, what I was thinking was that when you're too *close* to it, then it *may* no longer be considered a valid target, and so no target is "found." Maybe.
Oooooh. Haha! That's cool. Funny, I touch-type too, but I wasn't taught; it's just from years of programming. So I don't use those nubs. I think I just glance at the keys when my hands first rest on them. But that explains it ^^
Why do all of your comments look like bots
Haha lots of friendly people i guess 😊
JimmyJules153 I’ll give you the benefit of the doubt. Half of these guys seem real. Nice video btw
At 14:58 he misspelled attack