Realistic FPS Prefab

Balloon

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after I import integration I get to this error
C#:
Assets/Behavior Designer/Third Party/Realistic FPS Prefab/AIAgent.cs(8,30): error CS0115: `BehaviorDesigner.Runtime.Tasks.RFPS.AIAgent.Start()' is marked as an override but no suitable method found to override
iam using latest rfps and BD and unity 2018.2.14f1
 
The RFPS integration is no longer supported since it wasn't a clean integration. Here is what the previous documentation said though:

Realistic FPS Prefab gives you a quick way to implement the core FPS features quickly. The Behavior Designer integration with RFPS allows you to take damage from a RFPS player as well as allow the RFPS agent to shoot at the player. The AI component within RFPS has many dependencies so this integration will not execute any code from that component. The AI component is still required because the RFPS Character Damage component requires it. Two manual steps are required so Behavior Designer to take control. Open the AI.cs file found in the RFPS package at RFPSP/Scripts/AI. Find the following method and add a public virtual to it:

Code:
void Start(){
To:
Code:
public virtual void Start(){
The last change is within RFPSP/Scripts/Weapons/WeaponBehavior.cs. Within the HitObject method the following lines need to be changed:
Code:
if(hit.collider.gameObject.GetComponent< CharacterDamage >() && hit.collider.gameObject.GetComponent< AI >().enabled){
to
Code:
if(hit.collider.gameObject.GetComponent< CharacterDamage >()){
and
Code:
if(hit.collider.gameObject.GetComponent< LocationDamage >() && hit.collider.gameObject.GetComponent < LocationDamage >().AIComponent.enabled){
to
Code:
if(hit.collider.gameObject.GetComponent< LocationDamage >()){
Since the AI component is disabled the Weapon should not check that it is enabled. Once the RPFS integration files have been imported the last step is the replace the RFPS AI component with the AIAgent component found in Behavior Designer/Third Party/Realistic FPS Prefab.

The AIAgent component is a very small class which disables all of the AI functions from running. This will allow the behavior tree to directly control the AI.
 
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