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[RELEASED] Emerald AI 2.3 - The Ultimate Universal AAA Quality AI Solution

Discussion in 'Assets and Asset Store' started by BHS, Jun 26, 2015.

  1. tgamorris76

    tgamorris76

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    Quick question, are there any docs for integration with Game Kit Controller. i cant find them anywhere
     
  2. BHS

    BHS

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    How are you initially creating your AI, are you using the Setup Manager? The Setup manager automatically generates a Box Collider on the AI object. This is used for the detection process and one is required. What controller breaks? Emerald AI generates an Animator Controller based off of the animation applied from within the editor. Other Animator Controllers cannot be used.
     
  3. BHS

    BHS

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    Not currently, a herds and packs feature will come soon within the next update or two.
     
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  4. julianr

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    That would be cool, especially if you could specify how you want them to herd/group together when AI is in range of each other, or another option to specify a group of AI in a list that will do this so there is no scan (which would be a performance cost)... Diamond/Triangle/Random/Straight Line formations etc. Perhaps flock to a group of AI, or a specific target (Alpha AI / GameObject / Player / TAG)
     
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  5. julianr

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    @BHS I'm still using 2017.x Unity. So please make sure the upload supports this release :) thanks.
     
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  6. tahir_ali

    tahir_ali

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    Emeral AI is working fine. Issue is with player for ranged enemy. Ranged enemy cant shoot at player if they cant directly see the colliders. Player controller breaks when I add collider on root but AI works fine.In other case AI dont shoot when colliders is on the bones. If you want to check, I am using Little dragon Sea by Malbers Animations.
     
  7. BHS

    BHS

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    Yes, the integration tutorial video can be found here:
     
  8. BHS

    BHS

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    I'm submitting 2.3 with a minimum version of Unity 2017.1. :)
     
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  9. BHS

    BHS

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    Thanks for providing more information. I'd have to test out this out with Emerald AI myself to get a better understanding of exactly what's happening. I own Irval the Wyvern by Malbers Animations and I think it uses the same character controller. When I get the chance, I will test this out and figure out a solution for you.
     
  10. julianr

    julianr

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    Awesome - thanks!!
     
  11. tgamorris76

    tgamorris76

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    Followed the instructions and copied over the code snippets. My creature can detect the player and attacks but cant get damage to player. i have configures animation events for my creature as well. I can damage the AI though
     
  12. MagiSoftworks

    MagiSoftworks

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    Thanks BHS and yes the current root motions work awesome! First time worked with AI this slow. Hurt dude dragging leg but neat to see his feet aligning to limp down major sloped hill. lol
     
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  13. tgamorris76

    tgamorris76

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    Figured it out, forgot to add a line of code. sorry for beign a pain
     
  14. BHS

    BHS

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    Great to hear you figured it out. No worries :)
     
  15. MagiSoftworks

    MagiSoftworks

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    Hi All - Anyone know of the complete list of "Function" calls for Events? WalkFootstepSound, SendEmeraldDamage, Etc.
    Whats the Function call for "Interact" Event ?
     
  16. BHS

    BHS

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    The complete list of API can be found here: https://docs.google.com/document/d/1ns8m7Ol_gaKeYJ3YbaRjDy09xG98UoIXKCaWLGJeg74/edit

    The Reach Destination Event is called when an AI arrives at its destination if that's what you are looking for.
     
  17. MagiSoftworks

    MagiSoftworks

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  18. MagiSoftworks

    MagiSoftworks

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    Sorry for all the tech help :) Is it possible to have the death con tore with the terrain? Using Humanoid, root Motion, Final Ik. Definitely something Im doing wrong or missing. Thanks!
     

    Attached Files:

    Last edited: Sep 14, 2019
  19. BHS

    BHS

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    No worries :)

    The death animation will contour with the terrain if the Align AI feature is enabled. However, when using Final IK, you should have this feature disabled so the animation won’t align. What you could do is use a ragdoll instead or call some code using the On Death Event to align the AI when it dies.
     
  20. Nitrox32

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    I'm still trying tying to get my enemies from pushing my player around. It's actually happening after the first attack. Once the player has been detected the enemy runs towards the player, attacks, pauses then continues to run forward pushing my player until the enemy decides to attack again (which isn't necessarily right away). I tried increasing the attack distance, the behavior remains the same. Any help would be appreciated.
     
  21. BHS

    BHS

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    This is a little bit of a bug with version 2.2. However, I’ve fixed it with version 2.3 so it’s no longer an issue.
     
  22. RockingGameDeveloper

    RockingGameDeveloper

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    I need help with the line of sight detection. I can't get my ai to detect my ufps player with the line of sight, but it works when target detection. I am also having an issue with my ai not using the ranged weapon. I sent a message through the discord chat. Anyone know how to fix this issue?
     
  23. Nitrox32

    Nitrox32

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    Perfect! I'm looking forward to 2.3!
     
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  24. BHS

    BHS

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    Did you disable the Has Collision Trigger as stated in the video tutorial here?
     
  25. BHS

    BHS

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    Hey everyone,

    Emerald AI 2.3 has been submitted and is awaiting approval! I’m hoping it will be accepted tomorrow or Tuesday.

    1BD4AE56-D868-4C3F-969F-CA616BEA7C67.jpeg
     
  26. MagiSoftworks

    MagiSoftworks

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  27. Alex3333

    Alex3333

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    But to disable this Has Collision, the player will not be able to use other systems associated with this. For example, an elevator that only works with Has Collision will stop working



    Will there be dynamic motion support in this version? it just stops me from buying a few things. one of the most important is the dynamic search of the path.
     
  28. unicat

    unicat

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    :D:D:D
     
  29. magique

    magique

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    Fantastic. I am looking forward to this one a lot.
     
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  30. SickaGamer

    SickaGamer

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    So 2.4 highlights!!?
     
  31. pccross

    pccross

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    And will there be documentation/tutorial updates, hopefully?
     
  32. julianr

    julianr

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    Probably after a Unistorm update, first things first .. get used to 2.3 :)
     
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  33. magique

    magique

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    refresh...refresh...refresh...refresh... lol
     
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  34. MagiSoftworks

    MagiSoftworks

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    LOL been doing same thing. refresh...refresh..refresh....
     
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  35. BHS

    BHS

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    This is more of a limitation with UFPS as the extra collider makes it difficult to detect external raycasts. The biggest problem with this is that it also has the same layer and tag so there's no way for the Emerald AI raycast to differentiate what's the player object and the extra collider. Trying to switch the layer of the extra collider manually doesn't work as this is overridden on Start.

    I'll look into a work around for this though. What you could do is just attach the EmeraldAIPlayerDamage script to the extra collider instead and have it call the UFPS damage directly. This may be a workaround, but it's just an idea and I haven't had a chance to test it.
     
  36. BHS

    BHS

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    I'm going to work a quick update for UniStorm before I get started on 2.4.
     
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  37. BHS

    BHS

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    Yes, I'm putting one together now on Google Docs. I'll post a link to it here when it's done.
     
  38. SickaGamer

    SickaGamer

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    Sounds great. Got to show Unistorm and Crux some love too!
     
  39. BHS

    BHS

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    Yup! I plan on adding biome weather to UniStorm with its next update. :)
     
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  40. julianr

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    Sounds awesome - can you include ambient sounds for each biome based on the weather state? This could be linked to Emerald in some way to change the behavior of AI in Emerald.
     
  41. BHS

    BHS

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    I haven't fully dived into how exactly I'm going to handle all of the biome features, but I like the idea of having customizable settings, such as ambient sounds, that can be customized per biome.
     
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  42. Monil

    Monil

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    Hello,
    after updating to version 2.3 I get this error:
    Emerald AI\Scripts\Player\Editor\PlayerHealthEditor.cs(74,48): error CS1729: 'AudioClip' does not contain a constructor that takes 0 arguments.
     
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  43. marco-maceratesi

    marco-maceratesi

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    The same thing happens to me

    How to solve?
     
  44. SilverHelmStudios

    SilverHelmStudios

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    Not where I can pull down the latest, but I know Unity 2019.2 doesn't use that method of AudioClip constructing. It now uses AudioClip.Create(string clipName, int lengthSampe, int soundChannel, int soundFrequency, bool stream). So you'd replace "new AudioClip()" with something like "AudioClip.Create("whateverName",0, 1,44100, false)". Give that a shot, and see.
     
  45. unicat

    unicat

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    Same here.
     
  46. Monil

    Monil

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    Fine thanks.
     
  47. BHS

    BHS

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    Hey everyone,

    I’m looking into the error some of you are having. I’ll have a solution posted here and an updated submitted soon.
     
  48. BHS

    BHS

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    @Monil @SilverHelmStudios @marco-maceratesi @unicat

    Hey everyone,

    I've submitted an update for a quick fix for this issue.

    To fix this issue now, open up the PlayerHealthEditor script and change:
    Code (CSharp):
    1. self.hitSounds.Add(new AudioClip());
    To:
    Code (CSharp):
    1. self.hitSounds.Add(null);
    Save it when you're done and the error will be fixed.
     
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  49. unicat

    unicat

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    Thank you for the fix. Here another small one:

    Ability_UI.PNG
     
  50. BHS

    BHS

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    You're welcome.

    Thanks for the bug report. I'll resubmit it with a fix for the Ability Editor. This is an issue related to using 4k monitors. I thought I had it applied to the AbilityEditor.

    This can be fixed by opening the EmeraldAIAbilityEditor script and replacing all instances of:
    Code (CSharp):
    1. GUILayout.Width(90 * Screen.width / 100));
    With:
    Code (CSharp):
    1. GUILayout.Width(90 * Screen.width / Screen.dpi));
     
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