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

I am available for contracting if you want to go that route. Right now it will be awhile before I can add A* support to deathmatch.
 
If I use navmesh instead of A * pathfiding,
Do both AI agent and navMeshAgent need to be selected when building characters?
UCC already supports navmesh, right? I didn't see the corresponding document introduction? Documents about UCC and navmesh.
 

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This page shows how you can create a deathmatch agent:

 
Another small question, how to dynamically add bullets to NPCs during game runtime? I tried adding bullets to the character in Inspector, but it doesn't seem to work? Also, has this asset not been updated for a year?
 
Hello, the question I asked may be a bit foolish, but I still want to ask,

Where should the attributes and damage caused by weapons in UCC be defined? I don't think it's written in the UCC document.
 
Most of these questions relate to the controller itself rather than the Deathmatch AI Kit. I recommend that you go through the documentation as it answers your questions.


Root motion: it's on the CharacterLocomotion
Spread: Hitscan Shooter Module on item
Add bullets: Inventory
Damage: Damage Module on item
 
Okay, I see there's a cover AI in Death Ai,

Now I want him to hide behind the box and hit him with his head when he sees someone. What should he do?
 

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Excuse me, how should I modify it? Can you give me a suggestion?


Another question is, where is the calculation logic for the health damage caused by bullets? Why can't I find it?
 
When the first person is attacked, the screen will display red. Where should the screen VFX be configured?

After receiving damage, I will lose my health. What is the triggering logic for this?
 
Excuse me, how should I modify it? Can you give me a suggestion?
You'll need to understand how behavior trees work in order to modify it. The deathmatch documentation does a good job of explaining how that specific tree works. You'll likely need to modify the can see branch.

For health if you set a breakpoint within health.damage you'll be able to see the call stack for what methods are being called. It sounds like you will want to create a damage processor though.
 
Hello, I would like to integrate behavior design Move pack and A * pathfiding now. How can I do it?
This document also does not specify how to integrate.

Also, what if I want to integrate UCC with the two above?
where is the document?
 
The screenshot that you linked to shows how you can change the Pathfinder to A*. It uses the Movement Pack invoice number. For the original version of Behavior Designer there are individual tasks that use A*.
 
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