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[RELEASED] Horse Animset Pro 3

Discussion in 'Assets and Asset Store' started by Malbers, Dec 22, 2015.

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Horse Animset Pro 3 Priority Features (* Complexity)

Poll closed Feb 15, 2017.
  1. Combat While Riding (Melee) ***

    13 vote(s)
    50.0%
  2. Combat While Riding (Ranged) ****

    14 vote(s)
    53.8%
  3. Pegasus **

    6 vote(s)
    23.1%
  4. Cart/Carriage/Wagon Pull **

    11 vote(s)
    42.3%
  5. Horse Sounds *

    12 vote(s)
    46.2%
  6. More & Stable Integrations (Realistic FPS Prefab, UFPS, Otti's, Opsiive TCP... etc) **

    16 vote(s)
    61.5%
Multiple votes are allowed.
  1. victorkin11

    victorkin11

    Joined:
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    I spend two weeks to extend the original climbing system in HAP, make it like Botw climbing system, Here what I get.

     
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  2. Malbers

    Malbers

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    That is soo awesome!!! It looks amazing!!

    I'm just working also on the new update just to add those two States!!
     
    Last edited: Oct 23, 2021
  3. victorkin11

    victorkin11

    Joined:
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    Your animation are much better, I just put some mixamo animation together, When will we get the next update?!

    I still have a lot of question want to ask, is that possible to change brain AI task at runtime? I like the AI system, kind of like Goal Oriented Action Planning, if we can rearrange the task runtime.
     
    Malbers likes this.
  4. Malbers

    Malbers

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    Yes of course!

    I mean you can create differents AI States..

    and Change to a new AI state any time, with new Tasks and decisions.

    MBrain.StartNewState(AIState newState) 
     
  5. dmarot

    dmarot

    Joined:
    Jul 24, 2019
    Posts:
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    Do you have any idea when this integrations will be updated? OotiiHAPlink.cs is still giving errors that Mrider & RiderCombat namespaces can not be found as well as error CS0723: Cannot declare a variable of static type 'WA'
     
    Last edited: Oct 28, 2021
  6. waltercl

    waltercl

    Joined:
    Dec 30, 2018
    Posts:
    47
    Toggle forward movement for keyboards.

    When moving the horse with a keyboard I have my setup where I'm controlling all the horse movements from the keyboard with my left-hand, and I have separate movement controls for aiming the weapon from the mouse with my right-hand. This works great except if I'm having to hold down a key for move vertical and then I want/need to use that same finger for let's say "move right" then I have to take my finger off the move forward and if I do that then of course the horse stops moving vertically.

    I know I can get around this with simply using other fingers for the move left and right, but I'd still like to be able to set the forward movement as a toggle so that all I have to do is hit the button once to start forward movement and then hit it again to stop.

    Any thoughts on how to do that?

    P.S. Just want to add that I'm using Rewired, and I would not want this behavior if someone was using a controller.
     
  7. Malbers

    Malbers

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    Hi guys apologies for the late reply!
    I was away for the week
    I'm working on the Major Update for HAP at the moment, which will be ready for Friday...
    I'm checking every script so there are no bugs hanging around out there.
    After that, I'll revisit all the integrations again.
     
  8. Malbers

    Malbers

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    Change the Camera Input of the Horse to true :)
    That will give you a different type of movement.
    upload_2021-11-8_13-22-56.png
     
  9. Malbers

    Malbers

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    1.3(AC) - 4.3(HAP) 15 Nov 2021 MAJOR UPDATE
    • Improved: AI Control is hugely Improved to be ready for A*Pathfinding Integration. A* Integration Ready.
    • Added: New AI Link component to manage better the OffMesh links for AI Animals
    • Added: Human Free Climb Animations and State
    • Added: Human Swim Animations and Swim State.
    • Added: All weapons generate a Cinemachine Impulse
    • Added: Wolf Lite can receive damage while moving (Moving Masked Mode)
    • Added: AIControl now has OnEnable, OnDisable Events.
    • Added: States have a new virtual Method to get notified when a Mode Starts or ends.
    • Added: Now when a character uses the Up Down Axis, a LogError is shown and the Malbers Input is Disabled.
    • Added: On GameObject Stay on the OnTriggerProxy Component;
    • Added: Utility Script. Humanoid Parent. Allows a gameObject to be parented to a Humanoid Bone.
    • Added: Tag Messages to the States to modify further the Animal properties when the Animal enters an Animation.
    • Added: Modes Abilities have unique Audio Source and Audio Clips
    • Added: New Audio Clip References to play random clips instead of one.
    • Added: Brain Component has now a Debug Section.
    • Added: Stop Animator Option, on the Attack Trigger component so it has a more appealing effect when attacking.
    • Added: Scriptable Vars comparer now has a Description field.
    • Added: If you disable the MDamageable Component or the Health Stat, the character will be immortal.
    • Added: States can block Stances now. (E.g. Characters won't try to crouch and climb at the same time)
    • Added: Simple Rotator (Based on Unity 3DKit)
    • Added: Simple Translator (Based on Unity 3DKit)
    • Added: Wolf lite got an Upgrade
    • Added: Sound Parameters to the Effect manager
    • Added: Hit Effect Parameter to all Damagers (Attack Trigger, Weapons, Projectiles)
    • Added: Sound Effects (Audio Clips).
    • Added: States can Sleep from stances (E.g. The Jump will be disabled if the char is sneaking)
    • Added: Added Stats Runtime Set.
    • Added: Keys Enums on the Malbers Input Component are now searchable Enums
    • Added: All IDs now show their value.
    • Added: Stat Monitor UI Component
    • Added: Teleport Reaction.
    • Improved: AI Animals will stop and turn around a target if they can't reach it
    • Improved: Interactors can Focus on more than one Interactable Now Interactives
    • Improved: Step Manager and Step Trigger performance.
    • Improved: Look Decision now calculate obstacles detection better.
    • Improved: Sound Animator Behaviours will use shared AudioSources components.
    • Improved: Character rotation performance increased.
    • Improved: Animator Synchronization Component.
    • Improved: Climb State.
      • Does no longer requires Climb Pivot.
      • Climb Gizmos Visualization
      • Outer and Inner Corner Movement work better.
    • Fixed: Now you will get an error message if the NavAgent is not a Child of the Animal.
    • Fixed: Wander Areas was not inheriting from MWaypoints.
    • Fixed: Aim Target Component was not using the Aim point as the target
    • Fixed: Has Tag option on the ProxyTrigger Component was not getting the Tags on the Root GameObject.
    • Fixed: Point Click -> Clear Target parameter was doing nothing.
    • Fixed: Now the Height of the Destination is checked if the AI Animal arrives at the target.
    • Fixed: Check Variable Listener checks for components where the Animal Script is.
    • Fixed: Play Mode Task does not wait to make the modes the first time.
    • Fixed: HelpBox Attribute had no Namespace.
    • Fixed: When the Animal was using Offmeshlinks, the alignment was done incorrectly.
    • Fixed: FindComponent and FindInterface extensions now search in disabled GameObjects
    • Fixed: Stat Component. Degeneration was not reactivating the regeneration after its finished
    • Fixed: String Comparer was not working.
    • Fixed: OnTrigger Proxy was not invoking methods on Exit.
    • Fixed: Directional Damage Mode Modifiers were Ignored.
    HAP
    • Fixed: When the rider calls a stored Mount with none stored, it will throw a null exception.
    • Added: Instant Dismount to the Mount Component.
    • Added: Prefab Variants for the Wagons to be used on Mobile.
     
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  10. Malbers

    Malbers

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    Invector Integration Updated for both Assets latest version :)
     

    Attached Files:

  11. creat327

    creat327

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    1,756
    I'm writing a network system but I can't get it to work.

    I've tried several methods calling the MAnimal with .Move and SetAxis and all kind of fancy stuff but I can't get it to work. And even when it gets there almost always the look at position is wrong. Any ideas?

    Basically, I receive over a network the destination point and the lookat. I need to horse to move by itself to that point and looking at that direction. So every player sees the same horse at the same place looking at the same direction. So far, no luck achieving this. When I use manimal.movedirection it moves towards there but it usually overpasses it, and then it goes nuts because it doesn't know how to return. And then all kind of funny stuff begins to happen.

    Anyone got it to work over network?
     
    Last edited: Nov 19, 2021
  12. Rowlan

    Rowlan

    Joined:
    Aug 4, 2016
    Posts:
    4,289
    I purchased the dwarfs pack in the lightning sale and thought i'd combine it with HAP and Mountain Environment and others from Maksim. Main character, ie Dwarf is controlled via AC

    d1.jpg
    d4.jpg
    d6.jpg
    d5.jpg
    d3.jpg
     
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  13. claudius_I

    claudius_I

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    please do that :)
    i really want to use both asset.
     
    Malbers likes this.
  14. Malbers

    Malbers

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    Hi guys!
    I'm back from my hollidays!

    To be honest, I haven't done anything networking-related.
    You can stop by the Discord Channel and ask for help..
    I know some guys have made the Animal Controller work with multiplayer before.
    https://discord.gg/evr5tSP
     
  15. Malbers

    Malbers

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    Hi everyone!
    Here's the hotfix after AC 1.3 and HAP 4.3 big Update
    Fortunately, the bugs were not that many hehe :sweat_smile:
    Very recommended updating, if you are using those new versions.

    1.3b(AC) - 4.3b(HAP) 4 Dec 2021 HotFix
    • Fixed: Inspector for MModeAling and StringToValue were not allowing the build.
    • Fixed: Attack Trigger component was throwing a null reference if the Animator was null.
    • Fixed: Attack Trigger Multiple hit was slowing the Animator
    • Fixed: Effects were being disabled on Deactivate.
    • Fixed: Respawner with Prefabs Animals were respawning twice.
    • Fixed: Queued States were ignored on Persistent Active States
    • Fixed: If the Brain was Disabled, the Current AI Task was not properly finished.
    • Removed: Cinemachine Impulse Context Menu on the Animal Controller.
    • Added: AutoConnections to Unity Events using C#sharp reflection everywhere.
    • Updated: Demo Scenes
    HAP
    • Fixed: Melee Weapons had a null reference when the weapon had no Owner.
    • Updated: Demo Scenes
     
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  16. Rowlan

    Rowlan

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    Using HAP / AC here. Climbing feature is awesome. So is double/triple-jump :D

     
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  17. Rowlan

    Rowlan

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    Controlling Mechs is no issue for HAP / AC :D

    cv4.jpg
    cv2.jpg
    cv8.jpg
     
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  18. dsilverthorn

    dsilverthorn

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    May 14, 2017
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    This video was made using HAP.



    Third in the Apollo’s Dream series, we make these for all people to find some peace and beauty in this world of chaos. We hope you enjoy it.
     
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  19. Malbers

    Malbers

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    Incredible!!!!
     
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  20. dsilverthorn

    dsilverthorn

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    Thank you!
     
  21. GameTech

    GameTech

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    Dec 26, 2012
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    53
    Hi I'm new to HAP and using this with Opsive UFPS integration. This is in first person perspective, when my character is riding a horse, if you turn left or right, the character's lower body moves in the opposite direction. Also the hands are not visible. Do you have any advice on how to fix this?
     
  22. arminiuspp

    arminiuspp

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    Why is your discord lost a lot of channels?
     
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  23. Malbers

    Malbers

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    You just need to agreed to the rules, by reacting with an emoji and you will get access to all the channels
     
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  24. GameTech

    GameTech

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    For the animal controller, if there is no fall animation available, how do you keep the jump animation going until it lands? Also using non root motion animation allows animal to walk through walls. How to get them to stop? Also pasting my last message here in case you missed it. Hi I'm new to HAP and using this with Opsive UFPS integration. I followed the integration document, but there was a problem. This is in first person perspective, when my character is riding a horse, if you turn left or right, the character's lower body moves in the opposite direction. Also the hands are not visible. Do you have any advice on how to fix this?
     
    Last edited: Jan 17, 2022
  25. Malbers

    Malbers

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    If you don't have Fall animations.. just create one from any frame of your animations :)
    Duplicate any of them and make it loopable..

    You need to add colliders.. That will stop passing through walls

    I imported both assets into and empty project and its working on my side :) with the integration



    Can you record the problems you are having?
     
  26. GameTech

    GameTech

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    Dec 26, 2012
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    I will give your first two advice a try with the animal controller. I'm using the first person perspective UFPS from Opsive, so there is no swapping between third and first perspective. The legs rotate when the camera turns around. The hands aren't visible. Sometimes the body clips the camera when moving around too. Also is it possible to choose which side to dismount? See video.
     
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  27. Malbers

    Malbers

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    Ohh I see the problem, I have never looked down while mounting :eek:

    The FPS mode is handled all by Opsive...
    I'll ask Justin to guide me on the way of solving that issue..
    maybe limiting the Camera Rotation while is on FPS mode can be a solution.

    I'll add it to my to-do (Bug) list
     
    Last edited: Jan 22, 2022
  28. Rowlan

    Rowlan

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    Some first stylized tests. I'm not good at that, I don't even know if those should have an outline or not :D

    stylized 01.jpg
    stylized 02.jpg
    stylized 03.jpg
    stylized 04.jpg
    stylized 05.jpg
     
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  29. the_unity_saga

    the_unity_saga

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    Sep 17, 2016
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    hello,

    im seeing a strange bug/behavior, on horse only riding demo scene, if you disable animator component and re-enable it during runtime, the horse gets stuck

    one "fix" is totally deactivate and reactivate base object..
    but thats kind of awkward to make entire horse vanish just to re-initialize animator, is there some way to disable animator component on horse or animal, and then re-enable it without horse getting frozen/stuck?
     
  30. Leila_Branwen

    Leila_Branwen

    Joined:
    Sep 13, 2018
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    Thank you for the great asset. I would like to use OOTII assets with HAP.

     
  31. the_unity_saga

    the_unity_saga

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    Sep 17, 2016
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    268
    Dev, please

    https://assetstore.unity.com/packages/tools/physics/puppetmaster-48977

    can we get some official integration with puppet master or similar assets?

    https://assetstore.unity.com/packages/templates/systems/ragdoll-hit-reaction-manager-46513

    https://assetstore.unity.com/packages/tools/physics/ragdoll-animator-209616


    I got yours to work (kinda) on my own but.. ehhhh...

    but i'll pay for some official integration magic from your talented fingers tips


    please your asset is too awesomesauce
     
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  32. claudius_I

    claudius_I

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    May 28, 2017
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    Hello

    I have a problem with the rigid bodies. How is the best form to fix that?

    the other problem i have is with the reins, when character is mounted are big



    Thanks
     
  33. Malbers

    Malbers

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    The best solution for the Rigid problem is to increase the mass of the horse.

    The Reins has an Offset Position for the hands, change the values here:
    upload_2022-3-9_13-22-13.png
     
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  34. Malbers

    Malbers

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    I know I know hhee, Sadly for now all integrations are stopped until I release these assets I have in queue:
    https://malbersanimations.gitbook.io/animal-controller/asset-in-production
     
  35. Malbers

    Malbers

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    1.3.1(AC) - 4.3.1 (HAP) 9th March 2022
    • Assets Upgraded to Unity 2020.3 LTS
    • Added: ScriptableVar to PlayerPref Component(Thanks #HeyBishop !)
    • Added: Ledge Grab State!!!
    • Added: Glide State!!!
    • Added: Global Conditions
    • Added: Optional Sprint Parameter to the Animator
    • Added: Null Parent Option to the Animal Controller.
    • Added: Respawner for NPCs
    • Added: Scriptable String Arrays
    • Added: Lock-On Target.
    • Added: Mouse Scroll Input Component.
    • Added: Waypoints Have a LookAt bool parameter.
    • Added: SmoothDamp value for the Turn InPlace method
    • Added: Optional Parameters StateOn and StanceOn Triggers to the Animator.
    • Added: Toggle Input has now Toggle On Toggle OFF Events
    • Added: MEvents has Invoke Converters (Transform to GameObject and Viceversa)
    • Added: StopJoystick on Mobile Movement component.
    • Added: All Listener has a new Invoke on Enable Parameter
    • Added: Align Component has an Offset for the Position. When is set to Double Side
    • Added: All Scriptable variables can be modified on the Inspector.
    • Added: New Brain Decision - CheckTarget
    • Added: New Brain Decision - Compare Stats.
    • Added: New Brain Decision - CheckTransform Var
    • Added: Jump Basic: New Profiles for Multiple Jumps.
    • Added: Gizmo Visualization for the Fall State
    • Added: Global Ground Orientation (Usefull to switch between Quadruped and Humanoid Ground Alignment).
    • Added: Mode Abilities has an Audio Stop parameter.
    • Added: Speed Events.
    • Modified: Respawner Component uses a GameObjectEvent instead of an UnityEvent
    • Fixed: SpeedModifiers Current Index was reset to 1 on Jump State
    • Fixed: Queue States Logic. Death can be queued from Fly and Fall at the same time
    • Fixed: Zone Angle Limit was ignored. (Cleaner Code)
    • Fixed: Platform Movement had a delay on the Y-axis. Now works perfectly
    • Fixed: Climb State when going down was using the wrong Down Axis to check for ground.
    • Fixed: Wander Areas waypoints were being ignored on Uneven terrain.
    • Fixed: Scaled Characters with a Rotator Transform, had a wrong scale.
    • Fixed: Mode Behaviour was failing if the Ability was set to Toggle and it was interrupted by any other source.
    • Fixed: [Chance Task] was finished to on Start Task. It was not waiting for the internal task.
    • Fixed: If an animal was disabled during a Mode, when he was enabled back it will throw an exception.
    • Fixed: Brain Task Keep Distance was not working.
    • Fixed: Material Property Lerp was not sending the final lerp Value.
    • Fixed: Null Reference exception when the brain tried to start a new state and it was disabled.
    • Editor Fix: Speeds on Editor Light skin, were not showing the expand icon.
    • Editor Fix: Debug State Gizmos will show only the Selected Animal State
    • Editor Fix: Scriptable Messages Inspector was throwing a null exception.
    • Editor Fix: Unity 2020+ throws an Editor Error when creating scriptable vars from the inspector.
    • Editor Fix: Speed Modifiers were not aligned.
    • Multiple Fixes and Improvements everywhere.
    HAP
    • Fixed: Wings were flipping on the pegasus when entering the water.
    • Fixed: Aiming and Dismounting the Horse at the same time was not resetting the Aim Logic.
    • Fixed: Fly Strafe animation transitions were not set in the correct order.
    • Fixed: if the Mount does not have the AI Active the Rider won't call it.
    • Added: Weapon Offset can be copied during runtime.
    • Added: Resync Threshold time.
     
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  36. waltercl

    waltercl

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    I know this has probably been asked and answered, but I can't find it with the search words I'm using.

    Are there additional horses available? What is required of a horse that we might get from another source to be compatible with HAP?

    And if anyone knows of a particular set of horses that work great with HAP, any suggestions would be appreciated!
     
    Last edited: Mar 10, 2022
  37. waltercl

    waltercl

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    Also in a similar question as the above, what requirements (if any) would their be to use a different saddle? I'd like to give players the option to upgrade their saddle.
     
    Last edited: Mar 10, 2022
  38. waltercl

    waltercl

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    Thanks for the tip! Is there a way to change that in the Script so that I can make it an option for the player. I can see Mouse/Keyboard users wanting this option, but I think those who use Controllers might prefer the other since it also allows them to independently control the camera for the rider and aim their weapon independent of the camera.
     
  39. Malbers

    Malbers

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    Hi there!
    In order to use the animations with HAP your other model needs to have the same bone hierarchy.
    These 2 assets use the same bones:



    You can add mounts to your horses.. but again those mounts needs to use the same bone hierarchy in order to be use with HAP animations
     
  40. Malbers

    Malbers

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    Yes.. you can change that value at runtime to change the way the horse moves
     
  41. waltercl

    waltercl

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    I'm sure I'm overlooking something obvious but I can't seem to find where to set the Max Slope Limit for the horse.
     
  42. Malbers

    Malbers

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    its here ;)
    upload_2022-4-6_15-59-8.png
     
  43. waltercl

    waltercl

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    Thanks! Can't believe I overlooked that.

    I also have a question about manually setting certain animations to play. For instance I am implementing a horse buying system where the Player walks up to a Livery Stable and then can stand in front of each stall. A description of the horse shows on the screen and if the player wants to look at this horse then the horse is instantiated and walks out into the stall. So in this case just after instantiating the horse it would do a short walking motion and then come to Idle.

    Also in a CutScene I may want the horse to do specific motions.

    I can trigger these animations by simply adding the animations to the Animator and then setting up a trigger value, but then I have to be able to transition the horse back so that animations are handled by the HAP controller (or at least that is what I believe I have to do).

    What is the best way to transition in and out of these types of manually triggered situations?

    Thanks as always for all the support!

    Edit: I may have been Over-Thinking this. I simply set up the manually triggered animation to transition back to the Idle animation already set up on the controller and the Horse transitions back to this idle state and I can mount and control with no issues. So maybe the answer is this simple. If you have some cautions or suggestions regarding transitioning in and out of manually triggered animations then definitely let me know.
     
    Last edited: Apr 8, 2022
  44. Denvzla

    Denvzla

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    Hello, My name is dennys, independent developer, Here I present a plugin that will help you when creating your games:

    Advanced Spawn System For Advanced Spawn System For Horse Animset Pro And Animal Controller :


    Features

    •Flexible spawn areas
    •Detects when enemies killed and uses it to for wave spawning options (such as don't spawn more until after the wave died).
    •Pooling made easy (now with categories to stay organized!)
    •Spawning on Nav Mesh only
    •Disable/re-enable enemies on player distance (works for multiple players)
    •Spawning can trigger only when player is within custom radius
    •Player radius detection from spawner or separate object
    •Spawn random amounts
    •Nice and clean Editor
    •Full C# source code
    •Customizable editor options
    •Procedural Spawner
    •Supports Terrain Biome: Unity Terrain and Third Party Terrains (Gaia and MapMagic 2)
    •Events that you know when spawning AI, die AI and Player enter or exit radius of AI
    •Drop Rate (the chance of obtaining a random IA)
    •Automatic Creation and Assignment of the Wander Area to the AI


    It comes included with the purchase of:

    Advanced AI Spawn System:
     
  45. Rowlan

    Rowlan

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  46. tgamorris76

    tgamorris76

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    Any word on a proper integration with Game creator?
     
  47. wood333

    wood333

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    May 9, 2015
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    851
    I would very much appreciate advice on how to remove these errors. They have been hanging around for a long time.

    Hap Errors.PNG
     
  48. Rowlan

    Rowlan

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  49. Rowlan

    Rowlan

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    I had to explore that scene a bit more, it was too much fun :)

    pegasus 2.jpg
    pegasus 1.jpg
    pegasus 3.jpg
     
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  50. Rowlan

    Rowlan

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