What is the difference between ACTICAL PACK and DEATHMATCH AI KIT regarding AI?

What is the difference between Active PACK and DEATHMATCH AI KIT regarding AI?
Are both enemy AI?

Are the two functions redundant??
 
I'm assuming you're referring to the Tactical Pack?

The Tactical Pack and the Deathmatch AI Kit do not overlap - the Deathmatch AI Kit requires the Ultimate Character Controller and provides a structure for managing weapons and attack states.

The Tactical Pack does not require the Ultimate Character Controller and provides different strategies for attacking/defending.
 
Hello, regarding the Death AI package, I have imported the corresponding package according to the video tutorial.

Added a new scene, set the scene, and once started, the character will not move,
And the console also reported an error:
"GetRemainingDistance" can only be called on an active agent that has been placed on a NavMesh.

How should I handle this error???

Also, how can I integrate the A * pathfinding plugin into this?
 

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Hello, regarding the integration of the movement package with A * pathfing. I have now imported the A * pathfing package.

Is it written in the document to import the move pack integration package? May I ask which integration package it is? Why can't I find it?
Also, where is this pathfinder configuration and I can't find it either?
 

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Hello, in the Death AI package, I have set the enemy NPC's backpack to only have daggers.

After they die and are reborn, they will look for weapons, right? After he finds the rifle, he will only approach others instead of attacking emeny.

Is this a bug?
 
The A* Pathfinding Project isn't supported by the Deathmatch AI Kit. That's likely why you are getting the NavMesh error. You do not need a Movement Pack integration, it's the Behavior Designer / Ultimate Character Controller integration that you need. Also, note that Behavior Designer Pro is not supported by the Deathmatch AI Kit.
 
The Movement Pack is necessary. A* is not supported so you don't need any Movement Pack integrations.
 
I have followed the document several times and imported four basic packages first, then Death Ai. Other packages not imported

Why is there still an error?
 

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Based on that error you don't have a baked navmesh for the agent to move around on.
 
Are you referring to navmesh baking navigation grid???

What if I want to integrate A * pathfiding to generate grids? What shall I do? Do you have any documents or tutorials???


What I'm talking about is movement pack integration A * pathbinding

Used for Death AI
 
Yes, that's correct. The Deathmatch AI Kit is not integrated with the A* Pathfinding Project.
 
What I mean is what I should do!

Your document states that move pack can integrate A * path package

But it doesn't specify how to integrate, what are the integration steps???

What I emphasize is that
What should I do? ,
What should I do?
What should I do?
 

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The first question, which integration package is this? Why can't I find it? Can you take a screenshot and show it to me?
 

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The second question, do you mean that Death AI can only rely on navmesh? Can't I use A * star?

The Death AI demo reported an error. I have created a new scene. How can I adjust navmesh to prevent it from reporting an error???
 
The first question, which integration package is this? Why can't I find it? Can you take a screenshot and show it to me?
There's a link in that image to the downloads page. Enter your Movement Pack invoice number on that page and download the A* integration.

The second question, do you mean that Death AI can only rely on navmesh? Can't I use A * star?

The Death AI demo reported an error. I have created a new scene. How can I adjust navmesh to prevent it from reporting an error???
Yes, the deathmatch tasks require the navmesh.
 
The effect I want is a simple enemy AI that can search for the destination, fight and dodge when it sees people.

Can this Death AI be implemented?

I want to use A * pathcheating to achieve this now, what should I do?
 
You can use the setup from the deathmatch AI kit for that, but you'll also need to modify the tasks in order to support A*.
 
I feel that your Death AI combat plugin also needs to support this, integrating A * path fiding. Otherwise, it would feel too unfriendly.

Can you help add this feature?
 
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