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Shooter AI – The Ultimate Artificial Intelligence Solution

Discussion in 'Assets and Asset Store' started by nikita68, Oct 8, 2013.

  1. cl-apps

    cl-apps

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    Any chance you can fix that mobile project error I mentioned above please :)
     
  2. SkermunkelStudios

    SkermunkelStudios

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    @nikita68: Thanks again for all the help, your support really is amazing.

    I should be able to cope now, Ive managed to get my character rig working with Mecanim and I just need to get hold of the URG Standard or Developer versions in order to make proper ragdolls.

    Just one more thing I want to make sure of:

    When I am tweaking the EnemyAnimator Animation Controller to support my custom animations do I need to have a counterpart for each of the specific animations that are already in place or can I delete some of them and add my own ones for different types of attacks, deaths, hits, special specific actions (like a creature roaring) etc.?
     
  3. DigitalAdam

    DigitalAdam

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    Just picked this up, so far so good! Do the AI's have to follow way-points, or can they randomly move around without them? If not, is that something that I can easily add or something you can implement?

    It would be interesting to have civilians wander around, and when the firefight starts they run and see cover, or some might even be bold enough to fight back.
     
  4. snowcult

    snowcult

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    Ok so I actually found the AI about 100 feet behind where it's supposed to be, walking up in the air on the spot. It didn't react to me.
     
    Last edited: Feb 24, 2014
  5. nikita68

    nikita68

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    @shinfok - have you baked the navmesh? I rember that happened when i didn't do the navigation stuff correctly.

    @cl-apps - I definitely will. I am really sorry about this. The Unity 4.3 cycle is reeeeeeaaaally buggy and giving out really weird results.

    @XMachinaX - If you commented out all the scripts correctly, you should be able to replace all your own animations. Keep me posted on your progress!

    @adamz - They follow waypoints, but you could easily add a script making them move to a random location. If this feature is wanted, i could make it built-in in a following update.
    The idea with the civilians was one that i had in mind right from the start when i was designing Shooter AI in May 2013. :D
     
  6. TheNorthridge

    TheNorthridge

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    Hey! Just brought this while it was on sale,

    Just wondering if it had Realistic FPS Prefab support yet, or any work around in the mean time.

    -Sean
     
  7. snowcult

    snowcult

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    Yeah I've baked it. http://i.imgur.com/BDUJyp4.png

    I'll try moving it over to a part of the actual terrain and see what I get.
     
  8. snowcult

    snowcult

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    Figured out my problem. I had the AI Nested under an empty object because I like to keep my hierachy tidy, and the empty object's position was 100 feet or so back.
     
  9. nikita68

    nikita68

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    @Sean - (native) Realistic FPS Prefab support will be built-in in the next update. In the mean time you can use the hack:

    Add the following code to "BulletHealthExtras" script, in lines 119 and 138.

    Code (csharp):
    1.  
    2. collision.gameObject.SendMessageUpwards("ApplyDamage", extraHitValue, SendMessageOptions.DontRequireReceiver);
    3.  

    @ShinfoK - Ahhhh. If you want to have an organized structure, go to "Tools" -> "Shooter AI" -> "Create New Team Controller" . That has some team controlling aspects, but you can deactivate the scripts if you just want to have an organized structure. That way Shooter AI is fully clean. Glad you sorted out the problems! Contact me if you have any problems.

    Thanks!
     
  10. snowcult

    snowcult

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    Thanks :) I do still have the issue of the ai walking on the spot rather than following the path, but I'll read through the documentation tomorrow.
     
  11. Danirey

    Danirey

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    Hi!

    I'm working on a Turn based tactical game. Is it possible to use this AI with a turn based system? And if it is, how hard will be to make that?

    Thanks!
     
  12. nikita68

    nikita68

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    @Danirey - It is possible, though it may be complicated. Tell me which features you would need and i will try and bring it out in the following update.
     
  13. CaptainChristian

    CaptainChristian

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    How do I proceed in order to get this working with AStar Pro?
     
  14. nikita68

    nikita68

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    @CaptainChristian - You just select it in the drop down menu in the character creation window! Its really easy :D
     
  15. snowcult

    snowcult

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    Sorry to keep bothering you, but I can't figure out why it's walking on the spot o_o;;

    It's trying to walk towards the first checkpoint but is unable to do so.
     
  16. SkermunkelStudios

    SkermunkelStudios

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    @nikita68: Will keep you posted, Im just worried how much I will be able to actually use of the Shooter AI though? As it sounds like most of the features have to be pretty much disabled for custom animations. Will I still be able to use Shooter AI's A* Pathfinding and Unity Nav Mesh features and functions? Also is there some way to do random movements, not following a path, but still taking hold of the Nav Meshes or A* in order to avoid obstacles?
     
  17. nikita68

    nikita68

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    @ShinfoK - No problems, its mostly my fault for making a non-intuitive system :D . How far is the first checkpoint away? THe ai doesnt' move towards it if its closer than a specified radius.

    @MachinaX - You can still use most of the functions, as Shooter AI was built up modully from the ground up, meaning you can swap out any part and still have it working properly. Thats why i can add features relatively easily :)

    Do you maybe have any links to your project (just personal interest in seeing what people are doing with Shooter AI)?
     
  18. snowcult

    snowcult

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    I've moved the first point in really quite close but still far enough it'd have to take 3 or 4 steps at least. I've also got it set to target me. It just runs on the spot. I'm perplexed aha.
     
  19. nikita68

    nikita68

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    @ShinfoK - Try going to your character -> "AIController Child" -> "Patrol Management" -> Then decrease the "Distance To Register Waypoint" distance. That should help, though running on the spot is quite weird :)
     
  20. CaptainChristian

    CaptainChristian

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    It comes with its own package of AStar. If I try to tick off the astar components included in Shooter AI the system just rechecks everything. If I add Astar afterwards when Shooter AI already imported A*, all sorts of errors are thrown. Same way when hacking the other way around. Did you add custom code to the A* library?
     
  21. nikita68

    nikita68

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    @CaptainChristian - A* is shipped with Shooter AI. The only modified code is in the "Seeker" script. What exactly are you trying to achieve?
     
  22. snowcult

    snowcult

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    Unfortunately that didn't seem to do much of anything.
     
  23. nikita68

    nikita68

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    @ShinfoK - Try positioning the first waypoint further away. If you keep on having problems, we can continue more close support through Skype/other system.
     
  24. MatthiasDeo

    MatthiasDeo

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    So I just purchased this and imported it into a new project.

    Whenever I try running the default tutorial scene I get 999+ critical errors. I haven't had a chance to look at the asset properly but I'm just wondering if what I'm seeing is normal and I've just missed the point of the tutorial scene.

    Most of the errors are "UnassignedReferenceException"s.

    For reference, I am running the latest version of unity free.

    EDIT: Alright, sorry about that, just read the comments on the store page and it turns out that the scene in the root folder is from an older version and that the correct demo scene is in the sub-folder "demo scene"
     
    Last edited: Feb 24, 2014
  25. tahmzad

    tahmzad

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  26. snowcult

    snowcult

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    Hey nikita, thanks I could really use a bit of extra help on this one. Sorry!

    And yeah I don't think it's the waypoints, considering it still runs on the spot when it sees me (the enemy).
     
  27. Caesar15

    Caesar15

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    After playing through one of the demos I assumed this pack had FPS support. However I can't find anything in the files that lets me put down a player, and the FPS Demo isn't in the files either.
     
  28. Oatz

    Oatz

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    The zombie prefab seems to have infinite detection distance with out objects in the way. How can i fix this, thanks for the help in advance and this is worth every penny at 7$ lol. No brainer! Buy it!
     
  29. Baldinoboy

    Baldinoboy

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    Just got this but cannot get a scene to run smoothly because of error messages. Here is a screenshot of the messages.

    $Shooter_bug.jpg

    Another question. In the release version it says final. Are there really not going to be any updates or fixes?
     
    Last edited: Feb 26, 2014
  30. snowcult

    snowcult

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    Check out the documentation https://www.dropbox.com/s/vljrejqwait5n0u/DocumentationMain.pdf

    It's actually pretty simple to connect with UFPS. Or do you not mean UFPS? Because otherwise, you'll have to set up your own character controller with damage system.

    I had a similar error when i didn't set up my Ragdoll correctly. Make sure you set that up right, you'll probably have to modify/remove some of the colliders too.
     
  31. hannm

    hannm

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    its a gr8 kit, but im having a issue, i hav the new version and UFPS, i drag n drop the zombie prefab into the game it stands there an doesnt run after me i walk upto it n it swings its arms but all messed up an kills in 1 hit, i follow the guide an drag a fbx into the level n add the files but it just stands there an idles, it doesnt move or chase me or attack fully..... any ideas???
     
  32. CaptainChristian

    CaptainChristian

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    I think I got it working. The problem was mixing an older version of A* Pro with a newer from Shooter AI. I tried holding on to the old version because the newer got licensing issues with local obstacle avoidance. Looks like I need to find a new custom solution for RVO.
     
  33. snowcult

    snowcult

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    Sent you an inbox. Thanks nikita :)
     
  34. Ullukai

    Ullukai

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    I'm also needing this FPS demo to incorporate this AI quickly and easily to my game.
    I played the demo and expected it in the project after buying it but its not there !?

    I sent a PM yesterday and got no answer yet so I'm posting here now.

    I request that you make it available for all in an update making it easier to learn.

    Thanks
     
  35. Caesar15

    Caesar15

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    Maybe it requires UFPS? I sure hope not, I don't want to dish out 29 bucks, not this early in development at least.
     
  36. Ullukai

    Ullukai

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    Regardless of UFPS I still think he should have an FPS demo example project in there to make it easier to learn IMO.
     
  37. Caesar15

    Caesar15

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    Agreed.
     
  38. snowcult

    snowcult

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    Pah! This is frustrating. Why won't the bloody thing just MOVE? :|
     
  39. snowcult

    snowcult

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  40. CharlieK

    CharlieK

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    I've been playing around with the weapon position for a couple hours now, but can't seem to get the hands to work properly. The bones look all twisted. Is this an issue with the free IK system you built in? Or am I missing something?

    $soldierMessedup.png

    Any help would be appreciated!
     
  41. nikita68

    nikita68

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    Sorry for long reply time. Had to go to school :(

    NOTE: I've setup a forum where i can support you individually better. Please post there for bugs/questions/features.
    http://nikita-makarov.wix.com/gateway-games#!forum/cliw
    Also anybody who helps with support gets BETA ACCESS TO SHOOTER AI!


    @tahmzad - you could probably get this to work with sidescollers, but i can't really help there.

    @Caeser15 - sorry, should've mentioned that before, though i'll add an FPS demo into one of the following updates, if you want.

    @Oatz - There currently exists no direct variable to max the range of the sight, though i'll make it in one of the following updates.

    @Baldinoboy -
    1) You either opened the wrong demo scene (we accidentally shipped test scenes with the release), or its one of our Unity 4.3.x bugs, that is fixed in the next update (couple of days out).
    2) Sorry if the release version is misleading; this product is under constant improvement, reacting to which features you want and the bugs you find.

    @hanm - This usually happens if you don't setup the tags correctly. If you did setup the tags correctly and it still doesnt work, please make a thread on the forum (link above), and i'll look into it.

    @CaptainChristian - Glad to hear you got it to work. Why do you need a custom RVO, if i may ask?

    @Ullukai - Really sorry for the long response time.
    Will do. If you want anything specific, please post it in the forums mentioned above.

    Thanks!

    Nikita
     
    Last edited: Feb 25, 2014
  42. Ullukai

    Ullukai

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    Thanks !
    I posted my requests on your forums !
     
  43. Caesar15

    Caesar15

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    An FPS demo would be perfect, thanks for the support.
     
  44. hannm

    hannm

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    whats the email, so we can grab the UFPS demo for the asset??
     
  45. Daniel DBA

    Daniel DBA

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    @hannm I had the same issue. It was because I didn't bake the nav in the scene.
     
  46. Daniel DBA

    Daniel DBA

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    @nikita68

    Shooting the zombie using Realistic FPS Prefab does nothing but puts hitmarks on the collider. Any thoughts on how to get the zombie to die?

    Thanks!


    ** update **
    I got this mostly working by adding the following to the weaponbehavior.cs

    else {hit.collider.gameObject.GetComponent<Detecthit>().Damage(1);}


    It's not quite what I want but it gets me started. The NPC isn't attacking yet either. He is moving to the player and now dying but not attacking. Thoughts?
     
    Last edited: Feb 26, 2014
  47. Baldinoboy

    Baldinoboy

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    I think I did something wrong on my side:rolleyes:. Your little shooter guys work fine.

    This is not the final version. Got it. It is a great pack and I am glad it is still being advanced on. Thanks:D
     
  48. ncho

    ncho

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    How does this compare to the UFPS AI addon?
     
  49. nikita68

    nikita68

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    @Caesar15 - No problem :)

    @Daniel DBA - Add the following code to the part that handles damage:
    Code (csharp):
    1.  
    2. hit.collider.gameObject.SendMessageUpwards("Damage",  <EXTRA DAMAGE VALUE> , SendMessageOptions.DontRequireReceiver);
    3.  
    That should then work.

    @ncho - Good question. Note: Shooter AI is compatible with the UFPS AI addon and we a bit together with the UFPS developers :)

    The UFPS AI is more rigid, meaning this is good for shooters where you want pre-programmed behavior, while Shooter AI is more dynamic, and produces more innovative (and sometimes hilarious) results, though this can sometimes lead to strange actions.

    To summarize:
    UFPS AI is if you only encounter the AI for a short period of time, in controlled environment, with only the player as the enemy.
    Shooter AI is if you want to make the AI be totally dynamic, adapts to the situation and makes life hard for the enemy, though sometimes behaving in a nonlinear way. Also Shooter AI is modular (take out and replace complete parts) and needs only a model from the developer.

    Please ask if you have any questions :)

    Thanks!
     
  50. Pauloxande

    Pauloxande

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    Friend I managed to download the file on another CPU but still not accepting put other aminations.
    breaks the unity. and the AI does not take cover. he comes running up like crazy. how to solve this