So I actually just tried it with a Target Offset of 0. When I did that, the AI didn't see the Player when he is standing. BUT, he did see the player when the player was crouching.
I'm totally confused o_O
Any idea why that could be? I'm just using the standard UFPS1 controller.
Is there a general rule that applies to best practices? Such as "Arrive Distance in BD should be the same as End Reached Distance in AIPath"?
I'm not totally understanding why you would use a different value for Arrive Distance than End Reached, except in the case of a rounding issue - like...
Isn't Offset for where the NPC/AI's "Eyes" are? The point of origin for where the raycast comes from the NPC to determine if it sees the player.
If so, why would that need to change when the player is crouching?
My assumption was:
Offset = AI's raycast origin
Target Offset = Target's...
Something my project has struggled with is finding the optimal variables for the A* Seek task "Arrive Distance" and the A* AIPath "End Reached Distance", "Slowdown Distance" and "Pick Next Waypoint Dist"
It seems despite my attempts at various combinations, the NPC stops short on occasion and...
I am using Behavior Designer and UFPS 1.
When the Player is in the Crouch state, the Enemy's "Can See Object" task isn't registering success. As soon as the Player stands up, it does.
Can See Object settings:
Standing UFPS player:
Crouching:
Any ideas?
Thanks!
My suspicions seemed to be correct. The only way I could fix this was by setting the Returned Object variable to Null at the end of the tree sequence. Otherwise, it would always return success. It seems that, for whatever reason, the task checks if there is anything in the Returned Object...
I just updated from 1.5.4 to 1.5.5 to see if it would help, but unfortunately got a bunch of errors (Unity 2017.4.12f1) after the import (did not run):
Assets/Behavior Designer Movement/Integrations/Astar Pathfinding Project/Tasks/Search.cs(52,52): error CS1502: The best overloaded method match...
I'll try to put something together.
This is a pretty maddening issue - I tried turning off the Audio Source component on the Player before the next check for Can Hear by the Enemy and it STILL returned success! I don't understand how that's even possible.
Even set a Debug Log inside of the BD...
Its a very large project and there are a lot of dependencies, it might be hard to separate out a scene but let me look into that.
Do any of the Can Hear Object task settings look suspect?
My player has a tag of Player and is on the Player layer.
I do define the actual Target Object shown...
So I've tried this:
Full size: https://i.gyazo.com/4926e884b0b77c3a37ea4b5e51ea04a6.png
It looks like the targetObjects.Value is 0, so why would it register as success?
The thing is, the player is making zero noise. To test this, I have a running debug that tells me when the Audio Source on...
Would you mind giving instruction for how to do that? Sorry, I'm a novice programmer and mostly use Playmaker, so I'm a bit unsure.
https://i.gyazo.com/05808cc14922b22780c17266453dd562.png
Assume I would edit CanHearObject.cs from the Can Hear Object task and do something under public...
I have a Conditional Abort (Lower Priority) for my tree that happens when the enemy hears the player:
https://i.gyazo.com/8511afdd0aefebd3185bdb2bcf5266a3.png
Here are the details for the "Can Hear Object" task above:
https://i.gyazo.com/1cabe32ffcf441cb148d439800be772f.png
Here is the...