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[RELEASED] Emerald AI 2.4.2 - The Ultimate Universal AAA Quality AI Solution

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

  1. BHS

    BHS

    Joined:
    Dec 21, 2009
    Posts:
    4,410
    The OnStartCombat event is only invoked once at the start of combat. It is only invoked again once an enemy has left its combat state and it then re-enters it.

    I've been wanting to rework the OnAttack event as it is essentially the same thing as the OnDoDamage event, minus actually dealing damage. What I could do is make OnAttack event OnAttackStart and have this invoked when the current attack animation starts and then invoke a new event called OnAttackEnd once the AI's attack has concluded. The problem with all this is that it can all be handled with an Animation Event. I guess this would make it easier as it wouldn't require making Animation Events for every animation and it could offer some added functionality. I tested this though and it was able to reliably enable and disable a collider as you were trying to do. I think the problem was that OnStartCombat is only called once.
     
  2. BHS

    BHS

    Joined:
    Dec 21, 2009
    Posts:
    4,410
    Version 2.4.2.1 has been submitted and is awaiting approval. This update addresses some of the issues that the location based damage feature introduced as well as some general bug fixes and improvements.

    The next main update, version 2.4.3, will add strafing to both ranged and melee AI.

    Improvements
    • Added Dynamic Waypoint Wander Layers LayerMask to the Emerald AI Editor (Located under Temperament>Wander Type Settings) to choose which layers will be detected when generating dynamic waypoints. By default, this is set to Everything.
    • Added an error message that's displayed in the Unity Console if an AI has a Faction Relation of Enemy that is also their current Faction as this led to incorrect target detection.
    • Added ChangeFaction to Emerald AI's API that can change an AI's faction, given that it exists in the Faction Manager.
    • Added CheckForPlayerDetection to Emerald AI's API that returns true if the player is currently detected within the AI's detection radius.
    • Added DebugLogMessage to Emerald AI's API that allows users to pass a message that's visible within the Unity Console.
    • Added GetDistanceFromTarget to Emerald AI's API that gets the distance between the AI and its current target.
    • Added EnableObject to Emerald AI's API that enables the passed gameobject.
    • Added DisableObject to Emerald AI's API that disables the passed gameobject.
    • Reworked the OnAttack event to be OnAttackStart event. This fires an event when the AI's attack animation starts playing. This event often lead to confusion. This rework, along with the addition of OnAttackEnd, should increase functionality and make the two events more clear with what they do.
    • Added OnAttackEnd event. This fires an event when the AI's attack animation ends playing. Note: This event only works for Melee weapon types.
    • Updated the Offline Documentation so the link to the Online Version goes to the Emerald AI Wiki and not the outdated online documentation.

    Bug Fixes
    • Stopped dynamic waypoints from detecting IsTrigger colliders as they often interfered with generating waypoints reliably.
    • Fixed an error that would sometimes happen when using the LocationBasedDamage component.
    • Fixed a bug that didn't allow an AI to take damage if it was the child of another object.
    • Fixed an issue that would sometimes happen if there was a rigidbody attached to an AI and the AI was using LocationBasedDamage.
    • Fixed a bug that would sometimes allow an AI's projectiles to collide with its own colliders, when using the LocationBasedDamage component.
    • Fixed a bug that stopped brave AI to not reset their behavior back to brave when returning to their starting position.
    • Updated the description of the Obstruction Ignore Layers setting.
    • Updated the description of the OnStartCombat event.
     
    Last edited: May 1, 2021
    Bioman75, timerace and EN_Games like this.
  3. BHS

    BHS

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    Dec 21, 2009
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  4. SickaGamer

    SickaGamer

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    It's good to have you back @BHS
     
    BHS likes this.
  5. BHS

    BHS

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    julianr, Bioman75 and SickaGamer like this.
  6. wood333

    wood333

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    747
    This is a good idea. Please, however consider my other issue. When I place a trigger collider on an Emerald AI NPC, Emerald blocks its operation. How do I add a trigger collider to an Emerald NPC so that Emerald Does not conflict with it?
     
  7. TheCaveOfWonders

    TheCaveOfWonders

    Joined:
    Mar 2, 2014
    Posts:
    1
    Very interested in this Asset, my project is built with the new Unity MLAPI for multiplayer support, I was wondering if I'd be able to integrate Emerald AI with that, basically everything will run server side and the clients will mostly get Transform and Animator updates among other things.

    MLAPI has a NetworkTransform and a NetworkAnimator behaviors for doing the syncing.

    Do you think that would be feasible ?
     
  8. Darrkbeast

    Darrkbeast

    Joined:
    Mar 26, 2013
    Posts:
    117
    Line of site issue

    Hi, so I set some AI behaviors via scripts. I have some scripts that make the AI passive. The AI starts off aggressive for context. When I set the ai to be passive while using Line of site it will still attack the player. If I change to trigger it works as intended.

    Is there a different way to pacify a Line of site enemy.
     
  9. goblinsrus4

    goblinsrus4

    Joined:
    Sep 30, 2014
    Posts:
    1
    hi got a slight issue im using mixamos zombie animations with root animation when i use the walk animation solo on charactor it walks as expected but if i use the same animation in emerald ai its not useing root motion as i selected its acting like a navmesh sliding in between steps
     
  10. ecarter

    ecarter

    Joined:
    Jan 3, 2013
    Posts:
    16

    hello , did you do that in to the pluging? i really need these feature, to make enemies follow player is make too much noise, or maybe if the player trown something to make noise in order to distract enemies
     
  11. moltke

    moltke

    Joined:
    Apr 28, 2019
    Posts:
    54
    Do you have a sound slot that when the monster detects a player in its radius it makes a sound

    like an aggro sound

    where a bear growls when it starts to chase a player?
     
  12. raulrusboy

    raulrusboy

    Joined:
    Apr 20, 2020
    Posts:
    1
    So, after almost a year using this, I've finally worked out all the self-inflicted bugs haha... But now I have a question that inspecting the code more closely doesn't seem to be able to answer- is it possible to delete an object and all it's clones from the object pool? I have an AI that isn't used after a certain point, and would like to dispose of all the inactive copies sitting in the object pool doing nothing.
     
  13. jnbbender

    jnbbender

    Joined:
    May 25, 2017
    Posts:
    406
    I am having an issue where my bullet only travels so far before it "explodes". It is not hitting any collider. I've attached the video so maybe someone can shed some light.

     
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