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[UPDATED] ICECreatureControl v1.4.0 - creature AI for enemies, animals, monsters, zombies ...

Discussion in 'Assets and Asset Store' started by icetec, Aug 11, 2015.

  1. icetec

    icetec

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    v1.4


    ICECreatureControl
    is an incredible asset to breathe life into your virtual characters - within minutes and without typing one single line of code!
    ICECreatureControl is an advanced AI system for Unity, which offers you a large spectrum of possibilities to integrate nearly each kind of creature quickly into your project. The ultimate ‘All-In-One’ AI for all your predators and prey animals, monsters, dragons, dinosaur, soldiers, zombies, aliens, bandits, pirates, trolls etc. but also the right solution for smart NPCs.
    ICECreatureControl is ready to realize natural wildlife scenarios as well as tactical combat missions and animated city life scenes.

    On land, on water and in the air!
    ICECreatureControl supports swimming, diving and flying creatures as well as two and four-legged mammalian, creeping reptiles, multi-legged insects or floating ghosts.

    Damage Handling
    ICECreatureControl supports the original damage handler of UFPS, TPC, RFPSP, UnitZ and Easy Weapons. Further integrations are already in progress.

    Multiplayer
    ICECreatureControl is Multiplayer ready and works well with Photon Unity Networking (direct supported) but also with other network assets.

    Animation
    ICECreatureControl supports the Mecanim Animation System as well as Legacy animations.

    Navigation
    ICECreatureControl offers your creatures’ boundless worlds with its own internal pathfinding and avoidance system, which is perfect for procedural worlds or voxel based terrains, but ICE works also well with Unity’s Navigation Mesh and Aron’s A* Pathfinding Project. Both systems are fully supported and can be used as desired but they are not necessarily required.

    Behaviors
    ICECreatureControl gives you and your team unlimited freedom to customize the behavior of your creatures as desired. The internal behavior system allows the definition of a variable number of customized behavior rules for each thinkable scenario, whereby each rule provides a set of optional features (e.g. to adapt various motion settings, to play audio- and animations clips or to steer the Animation Controller, to instantiate new effects and objects, control body parts, tools and weapons, to adapt vital-signs and other status values, to pick-up items or to distribute items at certain places in scene etc.) and whatever your creature shall do, you can define it within such a behavior roll.

    Targets
    ICECreatureControl provides you to define several targets for each creature at the same time. Creatures with multiple targets will select the right one automatically according to the given situation, by using its customizable sensoria and selection criteria to identify relevant targets, assess risks and benefits, and react with appropriate behavior. In addition to the target selection, the selection criteria also allow dynamic relationships between the creature and its targets, because the creature could also react differently to a certain target, depending on the given conditions e.g. the predator will only attack if it is hungry or if its prey is weaker or already injured.

    Abilities
    ICECreatureControl creatures are friendly and harmless at birth, but with some training, they quickly become helpful companions who can collect items or use tools, but they can also deal with hand- and shooting weapons and mutate quickly into dangerous and aggressive combat machines.
    For this, ICECreatureControl comes with an advanced weapon system and tons of additional components to increase the range of function and the abilities of your creature but of your player as well.
    The most interesting components here are for sure the weapon system, which includes scripts for melee and long-range weapons, mines and other explosives, as well as a complete turret system, but also the other items and entities are worth mentioning. These collection includes scripts for flashlights, torch, machines and further tools, which your creatures (but also the player) can collect and use during the runtime. Furthermore, the additional component collection contains also several location and zone scripts and an environment system to steer the day/night cycle and to generate several environment values, such as time, temperatures, weather conditions etc., so your creatures can react to its surrounding environment and e.g. sleeping at night etc.
    Finally ICECreatureControl also contains a powerful pool management system to handle the population of your creatures, spawning items and weapons and allows your creatures to find their targets quickly and resource-friendly.


    Integration
    ICECreatureControl works well with a large number of 3rd party assets out-of-the-box, but in some cases, it is advantageous to coordinate certain functions to achieve the best result (e.g. damage handling). Ice includes a smart integration system to handle such native integrations automatically. In this way the scripts of your ICE creatures as well as all other included ICE components can be merged clean and stable with the given code structure of external asset packages, just by clicking one single button. Currently supported are already A* Pathfinding Project, Photon Unity Networking, UFPS, TPC, RFPSP, UnitZ, Easy Weapon System, UniStorm, PlayMaker, Energy Bar Toolkit and GameFlow and further assets are already in the pipeline. But please note, all these integration features are extended benefits, which I provide for free to simplify the integration for you.

    ICE World
    ICECreatureControl as well as all additional components and integration features based on the ICE World framework, which provides you a feature-rich, stable and uniform scripting environment and therefore excellent matched and well balanced components. The whole code is strict object orientated and well-formed written in c# and fully included. In addition to that, interested customers can use GitHub to get access to beta sources and early updates. Certain parts of the ICE World can be also used for own projects to use certain features or to simplify the integration of own scripts.

    Usability

    ICECreatureControl is not a toy with three buttons, but a powerful AI system for professional applications that offers you countless options and possibilities. It is easy to use (without scripting) and can automate a lot, but ultimately it is you who determines where to go.
    ICECreatureControl provides you a customized, user-friendly interface to handle all the above-mentioned features with some mouse clicks. The User Interface includes an integrated help system, which provides a help button for each control element, so you can get all required information directly in the inspector without using external document. Also ICE provides advanced Gizmos to visualize your settings in real-time.
    Further information, backgrounds and solutions can be found in the comprehensive manual, on the homepage or in the Unity community forum as well.

    Customers
    ICECreatureControl is made for creative people, for artists as well as for programmers, for professionals but also for hobbyists.
    ICECreatureControl is made for people who want more and expect more.
    ICECreatureControl is made for YOU, to realize YOUR projects!

    Features
    • Customizable, rule-based Behaviours
    • Missions (Outpost, Escort, Patrol)
    • Automated Perception and Targeting
    • Inventory (collect and distribute items)
    • Status (incl. vital-signs, aging etc.)
    • Realistic sensory perception
    • Multiple Target Selection
    • Dynamic Waypoint System
    • Navigation Mesh support
    • Multiplayer support
    • Objects and Environment Interactions
    • Integrated Pool Management
    • Mecanim and Legacy Animation support
    • Advanced Turret and Weapon System
    • Environment System (D/N cycle etc.)
    • Integrated Help System
    • Visual Debugging (e.g. custom gizmos)
    • Stand-alone usable
    • No scripting required (but supported)
    • Incl. Detailed Manual (100+ pages)
    • Incl. Tutorials and Demo Scenes
    • Incl. Third Party Asset Adapter
    • Compatible with Unity Free and Pro
    Videos


    Tutorials by TonanBora
    (developer at WatreGames)










    Deathmatch
    (Video and Demo Scene)


    http://www.icecreaturecontrol.com/files/webplayer/ICECreatureDeathmatchDemo.html


    Support

    *** YOU ARE NOT ALONE ***
    ICECreatureControl is made to reach brilliant results without typing one single line of code but it’s also open to increase each result with your own code as desired, so the only limit will be your own creativity!
    I spend countless hours to offer you a stable and feature-rich product and working hard to constantly improve it as well, but for a single person it’s a mission impossible to testing all potential combinations and it could be that of all things your favourite feature will not be working correctly, so please keep in mind that you are not alone and if you have any questions, problems or suggestions, please feel free to visit the support forum or contact me directly.
    Have a great day!

    Sincerely yours,
    Pit
     
    Last edited: Oct 16, 2017
  2. icetec

    icetec

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    Hey guys, I'm very pleased to announce you that ICECreatureControl is now available in the Unity Asset Store.

    https://www.assetstore.unity3d.com/en/#!/content/35364

    I'm sure you will be happy with it - have fun!

    Btw. Please keep in mind that you are not alone, if you have any questions, problems or suggestions, please feel free to visit this forum or contact me directly.

    Procedural Terrain Demo


    Interactions


    Basic Setup


    Setup Wizard


    Body Orientation
     
    Last edited: Jan 31, 2017
    jonfinlay and Ony like this.
  3. icetec

    icetec

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    ICECreatureControl v1.1 - We're looking for Beta Testers for the next Version!

    We are constantly running beta tests of new versions of our ICECreatureControl. If you would like to help us develop this software, please apply as a beta tester.

    Our testers will get access to exclusive early versions of ICECreatureControl. In return, we ask them to provide feedback and bug reports. If you feel up to the task, please send an e-mail to support@ice-technologies.com
     
    Last edited: Aug 20, 2015
  4. dibdab

    dibdab

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    there is fish on the picture, can this be used for fishes? if so, can I be a beta tester?

    the demo is pretty good, it said 80 creatures at 60 fps, but many of them wasn't moving.
    also, would like to read more about the missions, settings, etc.
    looks like a lot of work went into this.
     
    Last edited: Aug 19, 2015
    icetec likes this.
  5. silwia

    silwia

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    hi dibdab, birds and fishs will be supported with the next update and if you want, you are welcome to be a beta tester, that's great for us. please send us a mail. the performance is really good, we do some benchmark tests with nearly 1300 characters but just for testing, that's not practicable in a real project scenario.
     
    twobob likes this.
  6. silwia

    silwia

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    ICECreatureControl is made to work with each kind of character and to provide a maximum of creative freedoms and technical combinations, so the settings for a complex behaviour can be extensive but the fundamental principle is absolutely simple and easy to learn. you will see.
     
  7. DrewMedina

    DrewMedina

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    Im really enjoying this so far. Im having trouble with my rigid body creatures though. Whats the best way to use collision so they avoid? I dont want to make everything in my level a rigidbody, should they be able to use regular mesh or object collision without it?
    Also, sometime they pop into the air and spin off into the sky...could easilybbe my setup. hopefully there is an example rigid body, im away from the office and cant check.
    Very cool AI! I like the easy access controls and easy setup.
     
  8. icetec

    icetec

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    hi headtrip, basically, each moveable object in your scene should have a Rigidbody and especially if it has also a collider to detect collisions. Without Rigidbody Unity’s physics engine assumes that an object is static and static (immovable) objects should consequently not have collisions with other static (immovable) objects and therefore Unity will not testing collision between such supposed static objects, which means, that at least one of the colliding objects must have a Rigidbody additional to a collider, otherwise collisions will not detected.

    The problem you describes based on your Rigidbody settings. Please deactivate ‘Use Gravity’ and activate ‘Is Kinematic” open the Constraints and Freeze the Rotations.

    If Kinematic is off, the movements of your creature will be affected by ICECreatureControl and the physical forces of the engine at the same time. btw. if your creature don't need collisions, you could remove the Rigidbody and also the collider.
     
    Last edited: Aug 20, 2015
  9. icetec

    icetec

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    Hi guys, to provide you a better support we have launched an additional service website where you can find further information about ICECreatureControl, such as frequently ask question, a news blog, the latest documentation and the version history, furthermore you will find there several examples and tutorials and the bug tracking system.

    http://icecreaturecontrol.ice-technologies.de/

    We hope you are absolutely satisfied with ICECreatureControl and you enjoy working with it.
     
    Last edited: Aug 20, 2015
  10. icetec

    icetec

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    Hi HeadTrip, additional to my last answer here some more details ... By using Rigidbody and Collider to detect collisions, your creature will be handled as a closed, impenetrable unit, which requires sufficient space on the ground. If this free space is not given, because your creature comes in contact with other colliders the influencing forces will push your creature in a physically possible position. Depending on the physical forces and settings, such as mass, gravity or the physical material settings as well, your creature will lift off. You can see this phenomenon predominant if have a large number of creatures in a cramped scope or a spatial constriction.

    You could reduce the size of the collider, to minimize the required space. If this is not directly possible, because of using a mesh collider, you could use the convex collider from the mesh as a trigger to detect impacts and an additional, adaptable collider to handle the collisions.

    Basically ICECreatureControl doesn't need a Collider or Rigidbody to handle the movement, so if visual intersections with other objects are acceptable for the gameplay (e.g. your creature is just a supporting actor and will not be in the focus of the player or you have dozens of creatures in a crowd and nobody could see details etc.) you could remove the Rigidbody completely and if your creature also don’t need any kind of interactions you could remove the collider as well.

    Here also an example of useable settings for the rigidbody, at which the best settings for your creature will be dependent of the situation and the desired goals (e.g. if your creature is running on a slippery surface, the Kinematic flag could be off to use the slide effect ...). The pictured settings will deactive all physical effects.

     
    Last edited: Sep 2, 2015
  11. kittik

    kittik

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    It looks really promising, I'm looking at getting this asset, but just have some questions.

    How would this asset work with aggressive NPCs?

    Do NPCs get hearing and peripheral vision within your asset?
     
    icetec likes this.
  12. icetec

    icetec

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    Additional to the standard situations defined in the home and mission settings, you can teach your creature to interact with several other objects in your scene, such as the Player Character, other NPCs and Bots, doors and hatches, melee weapons etc. The Interaction Settings provides you to design complex interaction scenarios with each object in your scene.

    To using the interaction system you have to add one or more Interactors. An Interactor represents another GameObject as potential Target for your creature and contains a set of conditions and instructions to define the desired behaviour during a meeting. By default interactors are neutral, they could be best friends or deadly enemies as well and basically interactors can be everything your creature has to interact with it, such as a football your creature has to play with it or a door, which it has to destroy.

    Further information you will find in the manual and product documentation (chapter 9 – Interaction), which is publicly available here: http://www.ice-technologies.de/unity/ICECreatureControl/ICECreatureControlManual.pdf



    By default you creature will sense its environment in a radius of 360 degrees, but you can restrict this by define the desired Field Of View. This will simulate a kind of peripheral vision in the current version, a full support of hearing and peripheral vision will be integrated in the next update.


    I hope my answers are helpful to you and please feel free to contact me if you have further questions.
     
    Last edited: Sep 2, 2015
    kittik likes this.
  13. Gua

    Gua

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    Launched a demo. AI looks pretty bad

     
  14. icetec

    icetec

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    Hi Gua,
    thanks for your posting, you are absolutely right, the settings of the attendant dog are unflattering. It’s my fault, I do the demo within some minutes just to demonstrate how ICECreatureControl works with UniStrom and UFPS. But you are absolutely right, I’ll directly improve the behaviours of the animals and update the demo. Thanks a lot.
     
    ThunderTruck likes this.
  15. BuckeyeStudios

    BuckeyeStudios

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    If I use this with UFPS can I have the animal attack me and will it let me kill the animals
     
    icetec likes this.
  16. icetec

    icetec

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    Hi dustinwloring1988!
    Yes, the animals can attack your UFPS Player and he can also kill the animals.

    Simply open the Interaction Settings of ICECreatureControl, add your UFPS Player as Interactor and define the desired attack behaviour, so that your creature can sense, hunt and attack your Player. To hurt and kill your creature, simply add the ICECreatureUFPSAdapter in addition to ICECreatureControl to your creature and define the desired impact behaviour and the influence of the impact. That’s all!


    ICECreatureUFPSAdapter is part of the ICECreatureControl package.
     
    Last edited: Sep 2, 2015
  17. lod3

    lod3

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    Hi icetec,

    Any chance of a Dropbox mirror for your web demos? Been loading the "Hunter" demo for almost an hour and it's barely 20% loaded.
     
  18. icetec

    icetec

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    Last edited: Aug 22, 2015
  19. icetec

    icetec

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    Hi guys, to provide you a better support we have launched an additional service website where you can find further information about ICECreatureControl, such as frequently ask question, a news blog, the latest documentation and the version history, furthermore you will find there several examples and tutorials and the bug tracking system.

    http://icecreaturecontrol.ice-technologies.de/

    We hope you are absolutely satisfied with ICECreatureControl and enjoy working with it.
     
  20. icetec

    icetec

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    Dear Customers, I am pleased to announce that an update of the ICECreatureUFPSAdapter is available now. The new version allows your creature to wound the UFPS Player during a short-range attack without additional scripts and trigger, quite simply by defining the desired attack behaviour and the in-fighting range of the creature.


    ice-technologies.de/unity/ICECreatureControl/Adapter/ICECreatureAdapter.unitypackage

     
    Last edited: Sep 2, 2015
    Al- likes this.
  21. icetec

    icetec

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    Additional to the ICECreatureUFPSAdapter you can find here a simple demo scene, which demonstrates how ICECreatureControl works with UFPS.
    http://ice-technologies.de/unity/ICECreatureControl/ICECreatureAdapterWebDemo.html

    Here you can download the demo package:
    http://www.ice-technologies.de/unit...apter/ICECreatureUFPSAdapterDemo.unitypackage

    Please consider that this demo requires ICECreatureControl and UFPS, so please make sure that both packages are installed before opening the demo scene file.


    Btw. the character in the scene is the Earthborn Troll of Sou Chen Ki. The package is included in the demo scene but also available here: https://www.assetstore.unity3d.com/en/#!/content/13541
     
    Last edited: Sep 2, 2015
    radiantboy likes this.
  22. BuckeyeStudios

    BuckeyeStudios

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    thank you this help out a lot
     
  23. icetec

    icetec

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    You are welcome! Let me know if you have any further questions.
     
  24. icetec

    icetec

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    cross country course - improved body orientation and the slope handling
     
  25. Tovrin

    Tovrin

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    This looks really promising. How well does this handle creature herds/flocks?
     
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  26. RandAlThor

    RandAlThor

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    Would be good if the system notice when the angle is to step to ad an additional slower climbing animation as an optional solution.
     
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  27. icetec

    icetec

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    Hi Tovrin,
    sorry for my late response but I'm currently busy with the update.

    ICECreatureControl provides several ways to handle herds, flocks or crowds etc.

    The easiest way and already part of the initial setup is to add the ICECreatureControl script to your desired character, adjust the essential settings (e.g. living zone, behaviours etc.), activate the ICECreatureRegister and define the desired population of the species.


    The ICECreatureRegister handles the population while the creature or rather its clones acting autonomous, according to the defined specifications, which can be very simple but also most complex and detailed - that’s dependent on your needs and requirements.

    The essential settings are absolutely suitable to implement quickly herds, flocks and crowds, such as a troop of soldiers, graze farm animals or a natural acting wildlife stock and allows your creatures to follow dynamic waypoints and process idle activities within the defined scope and if you want a wandering herd, just move the target object to the desired position or replace it with any movable object in your scene (e.g. the player or another creature) and the complete herd will follow the target.

    A more elegant way is to use the Patrol and/or Escort Mission of ICECreatureControl.

    The Patrol Mission represents a typical Waypoint Scenario, with static and/or dynamic waypoints. By using this mission, your herd will follow the given route, in which each creature can use a variant routing and individual kinesic behaviors, so that the crowd looks natural and will not walking uniform in one line but also this is adjustable at will.


    If you want that your creatures have to follow a leader, such a pride of wolves or a squat team etc. you could use the Escort Mission. By using this mission your creature will follow and escort the specified leader according to the defined specifications.


    Here just one example of use - a flock of sheep with your player as sheepherder. The player will assigned as the escort leader of one sheepdog, so that the sheepdog will follow him but have also an adequate scope for further activities, because the sheepdog will assigned as escort leader of the sheep. Some of your female sheep have children and will assigned as leader for their babies. In this scenario the complete cast will follow the player, according to the defined behaviours, which can consist of several behaviour rules with all relevant instructions, such as the desired animations, motions, sounds, effects and influences.


    In addition to that, the behaviour can improve by adapt the Interaction and Environment Settings of ICECreatureControl, which allows a creature to interact with other GameObjects in the scene and its surrounding environment as well. The Interaction Settings provides for example the possibilities to realize hunting and fighting scenarios but also to simulate social relationships and the Environment Settings enables footstep sound, footprints or dust effects etc. furthermore ICECreatureControl provides a complex status system, which managed the physical fitness of a creature, so a creature can grow old and die of old age, can be affected by temperature, hunger or thirst, can receive damage and will die if its health value reaches zero.


    ICECreatureControl handles each creature as an independent, individual character and therefore the final dynamic and the group behaviour of a herd, flock or crowd don’t need to be a linear process but is the sum of the individual characteristics of all your creature.

    Finally I would mention, that the ICECreatureRegister, which is part of the ICECreatureControl package, handles all the population related tasks, such as the initial spawning, the population balance (including soft-respawn) etc. furthermore the register contains several environment information, provides search functions and allows the direct and performance-friendly access to each registered creature.

    Further information you can find here
    http://icecreaturecontrol.ice-technologies.de/
    http://www.ice-technologies.de/unity/ICECreatureControl/ICECreatureControlManual.pdf

    As soon as all the update task are done, I’ll prepare also further demo scenes and tutorials.

    I hope my answer will be helpful to you and if you have further questions please feel free to contact me.

    Have a nice day,
    Pit
     
    Last edited: Sep 2, 2015
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  28. icetec

    icetec

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    Hi RandAlThor,
    thanks a lot - you are absolutely right and I’ll try to implemented this feature in the next version. The first steps are already done, because I already use the slope angle to find the best route and to avoid too steep passages but it is a really good idea to combine this to slower the motion and to provide a climbing animation. Many thanks for your suggestion.

    Have also a nice day,
    Pit
     
  29. RandAlThor

    RandAlThor

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    Thank you icetec for the comment on my post.
    I have another suggestion/question. How does this system handle zones/scenes?
    Some of us using systems for making bigger worlds that are loading only the parts near the player and unloading the parts that are to far away so save memory and cpu/gpu cycles. So how do your system can be used with such a system?
    For example if i just won a fight with a creature from your system in one area. Then i go away from that area but turn back to that area again. It Would be good if we have different solutions now.
    One solution could be that the same creature is there again alive. A second solution could be that the creature will not come again in this area because we killed it here. There are for sure other solutions possible but if these two would work with the other load/unload area/scenes system it would be a great start.

    You too have a nice day
     
    icetec likes this.
  30. Tovrin

    Tovrin

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    Thanks for your response Pit. This looks very cool. Exactly what I'm looking for. Cheers/.
     
    icetec likes this.
  31. icetec

    icetec

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    Hi RandAlThor,
    that’s a really good question!

    I think, the greatest part of the solution is already implemented. All creatures can be flagged as ‘DontDestroyOnLoad()’ and will managed by the ICECreatureRegister.

    ICECreatureRegister based on singleton pattern and can also be flagged as ‘DontDestroyOnLoad()’ and as I mentioned in one of my posts before, ICECreatureRegister handles all the population related tasks, such as the initial spawning, the population balance (including soft-respawn) and allows the direct and performance-friendly access to each registered creature.

    With ‘soft-respawn’ I means, that the creatures will not be destroy if dying, ICECreatureRegister disables such objects, repositioned they, resets there states and will enabled such object according to the given population and respawn interval.

    This is what is already implemented!

    To expand the system according to your mentioned requirements, ICECreatureRegister have additional to managed the registered creatures in consideration of the players position e.g. based on a specific range and respective the scenes, I can implement a kind of scene management into the register, so that the register knows which creatures will be required for which scene, which creatures must be loaded and which creatures are obsolete and can be destroyed.

    I think, to implement a basic zone/scene handling will not be a big deal (based of the given development), the only thing which makes me stomach-aches a little bit will be the support of differ technics the users could use to handle their scenes (e.g. existing pool management, tiles, procedural terrains etc.), here I have to find a best way to provide a powerful and open solution.

    Apart from that, to realize your examples is easy done, as I mentioned, all creatures are already available in the register, I’ll implement now a flexible scheduler, the user can use to define the desired points and conditions of use for his creatures – this will be an employment agency for virtual characters :) … and maybe there is a way to combine this directly with the zone/scene handling.

    Thanks a lot for your inspiring post and constructive suggestion …

    Have a nice day,
    pit
     
  32. icetec

    icetec

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    Hi Tovrin,
    you are welcome - nice that my response was helpful to you. If you have further questions, please feel free to contact me. I’ll provide more examples and tutorials as soon as the update is ready to release.
     
  33. Locky

    Locky

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    I have just installed the program and have it working on my animal. Thanks.

    My intention is to use this with UFPS.
    I went to apply the two scripts UFPS Player and UFPS Adapater. But what I thought was a script was an asset package. I installed it and tried to apply one of the scripts. I get the following error.

    Assets/ICE/ICECreatureControl/Scripts/Adapter/UniStorm/ICECreatureRegisterUniStormAdapter.cs(11,25): error CS0246: The type or namespace name `UniStormWeatherSystem_C' could not be found. Are you missing a using directive or an assembly reference?

    The strange this is that I am not even trying to use UniStorm Weather System.
     
  34. Locky

    Locky

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    Problem solved. When I imported the assets I had "UniStorm" checked. When I removed the assets and re-imported, I unchecked and the problem was solved.
     
    icetec likes this.
  35. Teila

    Teila

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    Let us know how you like it, Locky! I have been eyeing this for a bit. :)
     
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  36. rpg_gamer

    rpg_gamer

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    Hi there, just purchased the asset pack, and very cool!

    There's one issue I've run into, when setting up multiple creature types (using the ufps demo scene)

    I have a hippo, and rhino set up, and when used alone (not both of them spawning) they work fine. If I set both types of enemies out in the scene, one will die and take damage from the ufps player, and the other one will not. It will get hit, but never actually die.

    Also when i look at these aminal's ice creature control component, the animal type for both of them all gets set to the same thing, which is always the first animal in the creature register. So no matter what I set the animal types to, they always get reset to the same one.
     
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  37. Locky

    Locky

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    In the manual it indicates "Just add the ICECreatureUFPSPlayer script to your UFPS Player and
    the ICECreatureUFPSAdapter script to your NPC creature and instantly both of them can interact as a
    team or as fierce antagonists"

    I have done this, but I am not getting the desired response. I basically just want to be able to shoot and kill a creature. I have read through the manual describing this but there is so much detail I think that I am missing something.
     
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  38. Locky

    Locky

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    Will do. Just getting started this afternoon.
     
  39. icetec

    icetec

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    momple … i’ll check this directly … I think I know what’s the problem
     
  40. icetec

    icetec

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  41. icetec

    icetec

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  42. rpg_gamer

    rpg_gamer

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    any info on what might be going on with my issue? and that above creature update is a blank package when imported into unity. 3kb
     
  43. icetec

    icetec

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    Hi rpg_gamer,
    yeap, the popup menu you means just provides you a quick access to all your creatures in your scene. Select the desired creature and press the SELECT button, so you can switch between the all your creatures, without leaving the inspector view to searching a creature in the hierarchy. If you active the global flag (ALL GLOBAL), all your creatures will also use the same display options, this can be extremely helpful to navigate inside complex scenes, to compare the settings of several creatures or during the fine adjustment of an interactor.


    The above-named Popup displays all your creatures, which are listed in the Creature Register. The Creature Register is a separate, homonymous Component in your scene (empty GameObject with the ICECreatureRegister script), which will be automatically created if you press the ADD CREATURE REGISTER button of your first creature.

    The Creature Register, which is part of the ICECreatureControl package, is the Pool Manager of ICECreatureControl and handles all the population related tasks, such as the initial spawning, the population balance (including soft-respawn) etc. furthermore the register contains several environment information, provides search functions and allows the direct and performance-friendly access to each registered creature.


    To register a new creature, simply press SCAN and all ICECC controlled objects will be registered automatically, but you can also register an object manually by drag its GameObject into the ‘Add Creature’ object field. Basically all ICECC controlled creatures should be listed in the register, but you should also register your player and also all objects which you want to use as potential interactor.

    I hope my answer will be helpful to you and if you have further questions please feel free to contact me.

    Have a nice day,
    Pit
     
  44. icetec

    icetec

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    the blank package means that the scrpts are already installed, but to make sure that you will use the new ones, you should delete the adapter folder (Assets/ICE/ICECreatureControl/Scripts/Adapter) and reimport the downloaded adapter package.

    The new adapter looks like this


     
  45. rpg_gamer

    rpg_gamer

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    hm also creatures don't seem to see that an instantiated ufps player is even there, or register damage from it.
     
  46. icetec

    icetec

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    did you have add your player to the creature register and define interactor rules for him?
     
  47. Locky

    Locky

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    By examining and playing with the settings in the Demo scene I was able to learn how to kill animals and how to get them to attack and kill me. Very cool!! Thank you very much for including the demo!

    I played around with a lot of the settings and I don't know what I did (operator error), but now when my animal attacks, it causes some damage and just dies; even though I never fired a shot! I don't want damage applied to my animal until I actually shoot it. Can you tell me what setting would cause this to happen?
     
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  48. icetec

    icetec

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    Hi Locky,
    basically your animal will die if its health goes to zero. By default the health will be directly affected by damage – increasing the damage will reduce the health. But dependent on your settings the health can be affected by several influences, such as aging, temperature, hunger, stress etc.

    You can define such influences in each behaviour rule but also in the collision and environment settings, so if you want the complete surrounding environment could have an effect to your creature – but just if you want, its optional! By default all influences are adjusted to zero and aging and temperature flags deactivated, so that your creature never would die.

    But maybe you have adapt some influences or activate the aging process, in such a case your creature will die if its physical fitness, respective its health goes to zero. So just make sure that your creature will only affected by the impacts of your player and adjust all other influences to zero.

    To find such undesired settings is quite simple. Nearly each input field have a ‘D’ button to reset the value and if such a ‘D’ button is yellow, the associated value was modified, so simple press the yellow default buttons, if you are not sure about the impact of a value.

    I hope my answer will be helpful to you. If you have further questions, please feel free to contact me again.
     
  49. Locky

    Locky

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    Thanks Icetec; I appreciate the insight.

    I started completely over and I'm getting the same results. The animal runs a little bit and just dies. I haven't changed any of the settings for aging, physical fitness. I haven't even gone in there.



    In my original Project here is what I did, and the results:

    Interactor 'Player', Under "Rule #0 - Attack"

    Changed the "Selection Range" slider. What follows is the value and the result of changing to that value.

    1 - animal attacks briefly and then wanders away and doesn't attack any more
    3- animal attacks and then dies
    20 (default setting) - animal charges but dies on the way
     
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  50. icetec

    icetec

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    Hi Locky,
    thanks a lot for your detailed information, I think I know what is the cause of the problem and how you can solve it …

    This behaviour sounds absolutely correct, because of the “Recreation Limit” which you can define in the Status Settings. This limit specifies the critical fitness value at which your creature is to weak for further attacks. If the Fitness value goes below this limit, the creature will stop its activities and wants to go home to recreate – by default the value is 20% but you can set this value to zero, so that your creature will fighting until it will die.



    Btw. to compensate suffered damages and to recreate the full fitness you could define an idle behaviour as it is pictured in the following example. Add such a behaviour rule to the leisure activities of your creatures’ home location, so your creature can recover to be ready for its next fight, but this just as a suggestion, the settings allows you to define each kind of behaviour where ever you want, so you are absolutely free.



    If your creature attacks your player, while the player doesn’t attacks the creature, the creature should not be wounded, so the reported results sounds like that the associated behaviour of "Rule #0 - Attack" contains influence values which affect the health of your creature as long as the player is within the selection range.
    Please check the associated behaviour rule and adjust the influences to zero. The damage your creature receives form the player should be handled in the ‘Creature Damage’ section of the UFPS Adapter script and the best would be if you also define an own behaviour just for the damage (e.g. to play getHit animation and sounds etc.)

    I’m nearly sure that this will fixed the problem, if not please contact me again and if you want I can support you also in real-time via skype and or TeamViewer, so that you have not to wait for the answers.

    best wishes, pit
     
    Last edited: Sep 5, 2015