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Malbers Animals-Creatures

Discussion in 'Assets and Asset Store' started by Malbers, Nov 12, 2016.

  1. ChickenHero

    ChickenHero

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    Is it possible to change the usage rate for each attack of AI animals?
     
  2. mathiagr

    mathiagr

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    Hi, I noticed in a recent update there has been added a "Wolf V2", with several new animations and an updated look, which is awesome by the way. Are the other animals also getting these updates?
     
    Last edited: Aug 26, 2021
  3. Rowlan

    Rowlan

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    Having fun with the new Crocodile in Lux Water :)

     
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  4. Malbers

    Malbers

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    Hi there!
    Increasing the Cooldown value on a mode will increase the time between attacks:
    upload_2021-8-28_9-57-19.png


    Yes!
    All of them will get a new version when I work on the Realistic version ;)
     
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  5. alexrau

    alexrau

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    Trying to get the Invector bullets to also damage Malbers Animals (Melee works fine).
    If I follow the directions in the integration guide it seems that Invector has changed the interface, so I am not sure what to put in.
    Directions from Guild (Animals Controller + Invector - Animal Controller (gitbook.io)) say there is a pass damage Event , but is not one ion the most recent version
     
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  6. poc-art

    poc-art

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    Hello Malbers ! Very good Assets here thank you very much. I'm trying to create a dragon animator and everythings goes smoothly except for 2 things. The first problem is that when my dragon is jumping (state 2) when he's supposed to play the JumpEnd Animation he goes to state 3 which is Fall, I took the playground scene as reference so the animal component and animator are identical. The only difference is that I didn't create death and swim state. The second problem is that i tried to make the dragon takeoff before fly but despite the fact that I setted up my tags and everything He goes straight to flying animation. Any suggestion ? Thank again for your work.
     
  7. biscito

    biscito

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    Last edited: Sep 1, 2021
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  8. alexrau

    alexrau

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    the answer is to add it to the right projectile object . Should be vDefaultBullet and not vBullet. (Answered my own question)
     
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  9. Malbers

    Malbers

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    To make the Bullets to hurt any Animal Controller you need to add the Damage Malbers Component:
    upload_2021-9-3_20-46-28.png

    and connect it to the On Pass Damage Event
     
  10. Rowlan

    Rowlan

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    Toyed around with the new Unity Clouds

    ic1.jpg
     
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  11. SickaGames1

    SickaGames1

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    Unity has clouds?!
     
  12. Rowlan

    Rowlan

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    Check this thread.
     
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  13. ChickenHero

    ChickenHero

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    Raccoon AI has Dodge mode, but it doesn't seem to dodge.
    Is there a sample AI that AI dodge?
    Does the AI use ComboManager to make combo attacks?
     
    Last edited: Sep 12, 2021
  14. MisterBlackCat

    MisterBlackCat

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    The rig for the prefabs in the Fox Animal Controller is completely shrek'd.
     
  15. mik52

    mik52

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    I've noticed that unka never flaps wings when going straight, only glides. I've tried changing parameters in the fly and glide states, but I can't get it to flap wings when going straight.
     
  16. Malbers

    Malbers

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  17. Malbers

    Malbers

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    Not yet!! but soon!!
     
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  18. Malbers

    Malbers

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    Have you tried the latest Update? I've tried the latest Unka with AC 1.2.6d and it flaps the wings as expected
     
  19. MisterBlackCat

    MisterBlackCat

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  20. Muneeb1996

    Muneeb1996

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    Hi Malbers,
    I am very humble and thankful for your asset I also love your work but I have question regarding your asset Horse Animset Pro (HAP) Riding System That how can I Add My own character For Horse and make them to Ride Horse with your Horse Controller Please Give any thing that helps me to add my own character.
    Thanks
     
  21. Malbers

    Malbers

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    I have updated the Fox!.. the problem was with the mesh and not with the prefabs :)


    Thank you for your kind words!

    here's some quick guides on how to achieve it :)
    https://malbersanimations.gitbook.io/animal-controller/how-to-hap/change-meshes-for-the-rider
     
  22. jensen_305

    jensen_305

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    I opened up this for the first time and the racoon and Tiger appear like this. All the other animals appear correct in the demo scenes. This happens in both Standard project and URP project I am using 2020.3.18f1
     
  23. Malbers

    Malbers

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    Thanks for reporting this... I have updated the Raccoon and the Tiger..

    One question though.. did you use the Forest Set or the separated assets?
     
  24. jensen_305

    jensen_305

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    Not sure how to answer the question. So I'll answer it 3 ways.

    It was a fresh import without importing any internal packages. Just going to the demo scenes and checking them out.

    I downloaded the entire group at once

    Separate assets. I didn't import the forest asset bundle first.
     
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  25. SarhanSoft

    SarhanSoft

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    Dear Melber,

    I have a new scenario that i can't know how can implement it on my animal.
    My game is "Wolf" will catch and kill "rabbit"

    so, rabbit run away, i try reach to it and attack it, whatever rabbit run away before the attack animation hit it! that is my problem

    I want to ask if there chance to make "Attack" work while wolf "Run" without stop!
    And I want to ask if there chance to let "Attack" execute Automaticly when reach to target.

    if you understand me. i want make game like Hungry Shark, the shark attack directly without button and can move when it attack

    Thanks.
     
  26. Muneeb1996

    Muneeb1996

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    Attached Files:

    • 1.jpg
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  27. PsychoticLab

    PsychoticLab

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    I am having this same issue with the Racoon in the Forest set. version 3.4 upload_2021-9-22_22-48-53.png
     
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  28. Malbers

    Malbers

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    Thanks! I have updated that package too.. I reviewed all of them and they are fixed now
     
  29. Malbers

    Malbers

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    Hi @SarhanSoft !

    Thanks for using the assets!

    That depends of the Animations... all of the Attacks Animations are made to Attack while standing still

    mNy8iYwGsQ.gif
    ... but there's one that is made while running.
    fwmqrbrCxf.gif
    That get activated when the wolf is running.

    upload_2021-9-23_11-7-13.png

    If you want to execute also when Troting or Walking you can change the transition condition :
    Vertical > 2.1
    (>2.1 means only when Running)
    (>1.1 means Trotting and Running)

    To do that Automatically what you can do is to Add to the Rabbit a Zone.. That Activates the Attack Mode Automatically. ... Something like this:
    upload_2021-9-23_11-31-22.png

    Remember to change the Rabbit to a Different layer so the Zone does not activate on itself.

    You will get something like this:
    ezgif-7-253d319e3b5e.gif
     
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  30. SarhanSoft

    SarhanSoft

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    Thanks alot.
    ====
    I have also idea if that possible, in move stop tasks. You can add one feature (Move randomly) you can add more depth in it or keep it as simple up to you!

    for more depth, can specific area to move randmoly around it.
     
  31. ChickenHero

    ChickenHero

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    What is the difference between LookDecision (MoveToTarget) and MoveStopTask (Task: MoveToCurrentTarget)?
    I can't understand the difference due to lack of manuals.
     
  32. mik52

    mik52

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    I can't get call animal to work with unka. when I press the f1 key nothing happens.
     

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  33. Malbers

    Malbers

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    They do the same logic... Activates the Ai to move to the current target.

    The difference is that the MoveToCurrentTarget Logic is directly done in the Decision. so you don't have to create a new Task in the next AI State.
     
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  34. Malbers

    Malbers

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    That's a great suggestion, for now what you can do is to use the Wander Waypoint Component
    https://malbersanimations.gitbook.io/animal-controller/main-components/ai/wander-area
    .
     
  35. Malbers

    Malbers

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    Please check that Unka has the AI Animal Control Component Enable and the NavMesh is baked on your scene
     
  36. ChickenHero

    ChickenHero

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    When adding a task to ANDDecision or ORDecision, the Remove button is not pressed and the task remains in AIState.

    Unity 2020.3.10f1
    Animal controller 1.2.6d

    -- edit --
    I was able to edit it by extracting the Decision.
     
    Last edited: Sep 27, 2021
  37. SarhanSoft

    SarhanSoft

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  38. Malbers

    Malbers

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    Check this Tiny tuto, hope its helps:
     
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  39. ChickenHero

    ChickenHero

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    How does the Stopping Distance value of MoveStopTask (KeepDistance) affect the movement of the AI?
    I tried increasing or decreasing the value, but I don't understand.

    Are you planning to add Dodge Back animations to wolves?
     
    Last edited: Oct 1, 2021
  40. SarhanSoft

    SarhanSoft

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    I add Attack jump in Animator Lite and do like your image, but still when Wolf enter the zone it not run attack animation! what i missing?
    upload_2021-10-1_8-28-40.png
    upload_2021-10-1_8-28-56.png upload_2021-10-1_8-29-10.png
     
  41. PythonDK

    PythonDK

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    I want to use a baby version of Irval the Wyvern in a game, and that brings about two questions:
    1. Is it equally scalable like your other animals, so I can easily scale the bones to make a baby version?
    2. Would it be feasible to have 10 poly versions on the same screen of a smartphone game? This would come down to how many bones he has.
     
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  42. ChickenHero

    ChickenHero

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    The player character is controlled by a system other than Animal Controller.
    If I want to use MATackTrigger and AttackTriggerBehaviour for an attack, do I need to set the MAnimal component etc. to the player character?
     
  43. Malbers

    Malbers

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    Attached Files:

  44. Malbers

    Malbers

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    Hi there!
    Yes, Actually Irval already has some variations on the prefabs:
    upload_2021-10-4_12-11-43.png
    On mobile, I have tried 10 animals (Poly Art version) with no issue, Using a Samsung galaxy s20
     
  45. Malbers

    Malbers

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    Do you want your character to attack the Animal? if that is the case, yes you can add the MAttack Trigger to your player, and the Attack behavior to the correspondant animation :)
     
  46. valentek

    valentek

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    hi,
    - i added a zone on a door that has animation; i added to the character a new action/ability called Door, and added this to the zone .
    - the door animation does play (all good on this side), but the character is starting the Dig action when i press the E action key.

    any suggestion why this is happening ?
    thanks in advance.
     
  47. Rowlan

    Rowlan

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    Animal Controller in Action :)

     
  48. Rowlan

    Rowlan

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    I purchased KWS Water System today. I have to say the demo scenes alone are worth it. Of course I had to try with the Malbers animals :D

    croc 1.jpg
    croc 2.jpg
    croc 3.jpg
    irval 1.jpg
    irval 2.jpg
     
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  49. Rowlan

    Rowlan

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  50. GiovanniCREAL

    GiovanniCREAL

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    Hi, we purchased Unka the Dragon to use it in our AR demos... we were super happy about it, but we just saw that the wings are showing ugly polz artifacts when folded... are they supposed to work like this? (in the videos we saw a different behaviour...) Or are we missing some component? We are using Unity 2021.1.14f1 and URP.
    Thank you.

    DragonWingsArtifacts.PNG