Hi!
I have: UCC Third Person, Behaviour Designer and the all the Movement Packages
I am working on the combat implementation of a top-down setting. For the player, I altered the code to not aim at the mouse position, but to be able to target enemies by pressing a button. For this movement state, I just assigned the aim targets' world position instead of the 3D mouse position as aim target in the TopDown.cs script. This way the character will always dynamically face the enemy while being animated properly. This works perfectly.
Now, what I want to do is to apply the same behavior to the enemy AI. I created a top-down AI agent enemy with the character manager and assigned a behavior designer tree that lets the enemy "seek" a transform that I move around dynamically. If the enemy spots the player, I place the transform onto a predefined cover spot nearby, so that the enemy seeks cover instead of just running up the player and shoot. Still, what I would like to achieve is that the enemy, just as the player, is able to dynamically face its current target and shoot while moving into cover. You can easily think of many more instances where this is a desirable movement behavior. Therefore I really hope, that this is possible somehow out-of-the-box?
I have: UCC Third Person, Behaviour Designer and the all the Movement Packages
I am working on the combat implementation of a top-down setting. For the player, I altered the code to not aim at the mouse position, but to be able to target enemies by pressing a button. For this movement state, I just assigned the aim targets' world position instead of the 3D mouse position as aim target in the TopDown.cs script. This way the character will always dynamically face the enemy while being animated properly. This works perfectly.
Now, what I want to do is to apply the same behavior to the enemy AI. I created a top-down AI agent enemy with the character manager and assigned a behavior designer tree that lets the enemy "seek" a transform that I move around dynamically. If the enemy spots the player, I place the transform onto a predefined cover spot nearby, so that the enemy seeks cover instead of just running up the player and shoot. Still, what I would like to achieve is that the enemy, just as the player, is able to dynamically face its current target and shoot while moving into cover. You can easily think of many more instances where this is a desirable movement behavior. Therefore I really hope, that this is possible somehow out-of-the-box?