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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. GuruNYC

    GuruNYC

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    I'm looking to feature this asset in our meetup. nycvru.com We're having some issues similar to those mentioned here.
    @TonanBora do you think you can do a skype call with us this weekend?
     
  2. TonanBora

    TonanBora

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    Depends, what issues are you having exactly?
    If I know how to fix it, I could certainly arrange a Skype call/ conversation.
     
    GuruNYC likes this.
  3. Jacky_Boy

    Jacky_Boy

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    @icetec @TonanBora I updated to the latest Third Person Controller from Opsive and this is the issue I have from ICE

    Assets/ICE/ICECreatureControl/Scripts/Adapter/TPC/ICECreatureTPCAdapter.cs(209,41): error CS0507: `ICE.Creatures.Adapter.ICECreatureTPCAdapter.Damage(float, UnityEngine.Vector3, UnityEngine.Vector3, float, UnityEngine.GameObject)': cannot change access modifiers when overriding `public' inherited member `Opsive.ThirdPersonController.Health.Damage(float, UnityEngine.Vector3, UnityEngine.Vector3, float, UnityEngine.GameObject)'


    And there's also another error on the same lines saying I cannot "...override inherited member 'Opsive.ThirdPersonController.Health.Damage(float, UnityEngine.Vector3, UnityEngine.Vector3, float, UnityEngine.GameObject)'
     
    Last edited: Sep 15, 2016
  4. GuruNYC

    GuruNYC

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    Super fast reply, much thanks.
    Yea, I think we're pretty much there with some of your advice and best practices here. I'd like to do a walkthrough and maybe at some point create some extended tutorials for this massively awesome asset.
     
  5. TonanBora

    TonanBora

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    Did you make sure to re-import Opsive's source code as well as the ICE integration?
     
  6. julianr

    julianr

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    Whilst the Integration for ICE and TPC for creature damage to the player is good, I think it may need a bit more work as for the life of me I cannot get the damage to work after the attack animation has played. It always seems to give the player damage before the animation. I've played around with the settings and no matter what I do it doesn't sync. I guess I could try adding an event trigger in the animation
     
    Last edited: Sep 15, 2016
  7. PixelPounder

    PixelPounder

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    We have UFPS, Opsive 3rd Person Controller and other things to easily setup the players and them shooting, taking and giving damage, etc. Is there such a tool to easily setup the enemy? Where you can easily choose the avatar... assign some animations to them, tell the asset/system easily (without coding) what the weapons are and it handles how the bullets shoot out and does all the heave lifting rather than having to create each one via code/scratch? For example, in some of the Player Controllers... you just tell it which avatar you want... what kind of weapon and it pretty much handles the shooting, animations, manages the weapons (the damage they inflict, the shooting animation, the projectiles, etc.). Is there something like that for the enemy? Does this ICE asset handle some of that?

    Also, I use Opsive's Third Person controller a lot... can the creatures managed by ICE wound the player?I see there is an adapter we can download but I don't see any documentation with it...

    Also, Opsive has Behaviorial Designer and the associated AI packs with that... his site talks about integrating with this asset... but it seems like this assets do similar things... although in a different manner. Is is redundant to have both or does it work well together and an advantage?
     
  8. julianr

    julianr

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    ICE Creature control does have a Wizard to setup your enemy, however for Opsives 3rd person controller you will need to use the integration files from the Opsive website and the adapter from the ICE Creature control website. Player can take damage from the enemy based on the Behavior you use on ICE. ICE can use Legacy and Mecanim animations and you can tie in the animation with a projectile script by setting the value to zero on the amount of damage, and use the projectile damage instead. Next update of ICE will be here soon, so you'll need to find out what updates there are and if the adapters/integrations will work on both ICE and Opsives 3rd Person Controller - they are pretty fast in getting things working with them if not.

    As you may know that Opsive will be releasing UFPS2 at some point, this will interface with the Third Person Controller and they have just released their Deathmatch AI pack, which is more suited to human/alien combat with projectiles, but does support melee also, where as ICE would be best suited for creatures/humans/animals with melee (at the moment) and out of the box. Having said that, both should work well together but will involve some work on your part to get them working how you would like.
     
  9. antoripa

    antoripa

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    Hi,
    I am evaluating your package. I have few questions :
    1) I suppose, but I am not sure, that ICE uses NAVMESH. Can ICE integrate A* Pathfinding by Arong Granberg or APEX PATH ? I use those for realtime procedual generated world.
    2) Can the package integrate Behavior Tree by Opsive ?
    3) Is the deadmatch scene included in the package ?
    4) Are there any animals assets included =
    5) What are the animals assets you suggeste to use with the package ? I am working on a Mediaval World ...
     
  10. julianr

    julianr

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    1) Yes, can use Navmesh, internal navigation and other (such as A* with the integration, but I've not tried A* myself)
    2) There is no integration for Behavior Designer at this time, just TPC from the same developer (Opsive). Here is a list of integrations http://www.icecreaturecontrol.com/adapter/ that ICE Supports.
    3) No, not the current release.
    4) None that I am aware of
    5) Any animal asset with Legacy or Mecanim animations will work.
     
  11. julianr

    julianr

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    ICE works really well for Player vs Creature / Animal, or Creature vs Creature / Animal vs Animal - You just have to set up what you need for the rules/behaviors and interactors.
    attackdogs.jpg
     
  12. Jacky_Boy

    Jacky_Boy

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    I imported the ICE adapter but wasn't aware I have to import Opsive's source code for it to work as well. THanks


    @TonanBora @icetec
    Edit: Imported all needed files form Opsive and Ice and I get this error when I try to use the A* Star integration

    IceCreatureAstarAdapter.cs(130,27) the type of namespace name NavmeshController could not be found.....
     
    Last edited: Sep 20, 2016
  13. arnesso

    arnesso

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    Do we know what 's up with Pit and Ice 2.2 status ? He disappeared
     
  14. julianr

    julianr

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    I spoke to him last week in email, he is close. But has been in lockdown to get it finished, its a BIG update.
     
    BackwoodsGaming likes this.
  15. Jacky_Boy

    Jacky_Boy

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    Can anyone help with ICE + A* pathfinding integration? I keep getting the NavmeshController error in my console when I import the A* integration adapter
     
  16. Vikings2015

    Vikings2015

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    Hi,

    I was hoping someone could help me. If have a pet that is doing an escort mission following the player. Everything is great there. I then added a "baby pet" that follows the player pet, again using an escort mission. This generally works, but what is happening is, when I show the status for the baby pet, the TargetVelocity is constantly changing and never gets to 0, even though both the player and main pet are completely stopped. This means that my idle animation never plays and the baby pet just runs in place. I set the baby escort target by creating a TargetObject, setting some properties and then setting the Escort.Target value to the object I created. I've also tried target.SetTargetByGameObject(). It seems like the target is fine, it shows up in the ui and the baby follows it's mom around, it just seems like the velocity is getting messed up and never going to zero for some reason. Any ideas on why this would happen? Thanks - any help would be very much appreciated!
     
  17. Jacky_Boy

    Jacky_Boy

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    @Vikings2015 Did you set your 'Stopping Distance' for the Baby pet to a number greater than 0. Try a stopping distance or 2 with some smoothing?

    Another idea is, if the pet mom is working fine, try duplicating her and maker her the baby pet to follow the original pet mom. If it works well, then it could be that your real baby pet transform is probably not playing well. Just delete and start fresh if that's the case then. Other than that I have no idea
     
  18. Vikings2015

    Vikings2015

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    I've tried different stopping distances and the pet will stop further or closer away, but for some reason the Target Velocity value still fluctuates above zero. I have no idea where this value is coming from lol. I did copy the baby from another ice pet that stops correctly so I'm guessing it is because I'm trying to set an escort target dynamically and am missing some required step, like a NewTargetRefresh() method or something. Thanks for the ideas, I'll keep poking around. I'm using nav agents for movement

    EDIT: I tried your suggestion and made the baby target the parent without setting anything dynamically, but the velocity is still above zero even though the object stops within the stopping distance. Guess I will dive into the code

    SOLVED: My rigidbody had "Use Gravity" checked, so I'm guessing slight inclines would attempt to push the baby down and ICE was trying to make it climb back up. Still new to all of this, thanks - maybe this will help someone down the road.

    So one last thing - I noticed my main pet was walking in place when near my character, even when my character's position only moved slightly (e.g. if he jumped in place, or took a small step forward). What I really want was the pet to stand still unless I move out of the stopping distance. To achieve this, I modified the following line of code in the ice_CreatureMissions.EscortObject.PrepareTarget method:

    changed this:
    if (Target.TargetMoveComplete && Target.TargetVelocity == 0)
    to this:
    if ( Target.TargetMoveComplete && (Target.TargetVelocity == 0 || Target.TargetMovePositionDistanceTo(_owner.transform.position) <= Target.Move.StopDistance - 1.0f))

    hope that helps someone.
     
    Last edited: Sep 28, 2016
    julianr likes this.
  19. txarly

    txarly

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    Hi,
    does this package has integration with realistic FPS?are birds supported or in a near future?

    thanks
     
  20. EddieChristian

    EddieChristian

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    I just bought ICE and UFPS recently. So I'm still learning both. I just downloaded your UFPS sample scene and when I hit play the player just keeps falling. Also I was wondering if there is a step by step for the UFPS integration?
     
  21. digiross

    digiross

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    I would also like to know if anyone has gotten it to work with Realistic FPS asset and/or future integration? Getting ready to start a new project and trying to get everything in order.
     
  22. julianr

    julianr

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    I think you could have achieved this with just adding in a few interactors for the target, and made the pet go idle or other behavior. Changing code is just as good, but worth keeping a note on this change as when you upgrade to the next version you may lose this change. The next release is meant to have quite a few updates and changes, so may impact the rules/behaviors - hard to tell until we see it :)

    But Target Distance > (amount you specify) on a condition within an interactor for the behavior, and enable Movement option on the behavior with a forwards velocity of 0 should do the same result.
     
    Last edited: Oct 2, 2016
  23. Jacky_Boy

    Jacky_Boy

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    Awesome! I will keep this in case I run into the same issue later on.
     
  24. Setmaster

    Setmaster

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    Anyone here tried using Ice with Puppetmaster?
     
  25. Psynaptix

    Psynaptix

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    Guys i have an issue where when i do changes to ICE creature control (such as adding a ragdoll to the "use ragdoll" and adding my creature to the creature register) sometimes they aren't saved. When i save my scene and project it is all working fine but when i load up Unity again the changes arent saved and i have to go back and redo my changes. am i missing something?
     
  26. EddieChristian

    EddieChristian

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    I can't seem to add a 6th animation to my npc. It doesn't show on any of the animation selection options. Anyone know why???
     
  27. julianr

    julianr

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    I had this issue, after adding the animation into the Animation list, I saved my project, exited out of Unity. Went back in and it was there.
     
  28. EddieChristian

    EddieChristian

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    Your Right. But that is a bit inconvenient. My other issue is I can't seem to select ONCE as an animation WrapMode it always reverts to clamp. I'm trying to force it to play the full animation when the creature gets shot. But it fades back to walking very quickly.

    I just found a bug with the UFPS Adapter. If you use the "Vp_Surface Identifier" script for bullet hits, You have to move it up above the ICE scripts. If you don't, the UFPS Adapter script becomes unstable. It actually messed up so bad that the script parameters vanished out of the Unity interface.
     
  29. julianr

    julianr

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    Looks like an issue with the current ICE version. Didnt experience that with the previous one. On the animation type I'll have a look.
     
    EddieChristian likes this.
  30. Daui

    Daui

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    Hi there,

    I am trying to cure an error while testing ICE with Unity 5.4.1p3:

    Assets/ICE/ICESharedAssets/Scripts/Editor/Utilities/ice_editor_styles.cs(455,61): error CS0117: `EventType' does not contain a definition for `Repaint'

    I get four instances of that error in the script that trigger on the blue line:

    if( Event.current.type == EventType.Repaint )
    {
    Color tmp_restore_color = GUI.color;
    GUI.color = m_DefaultLineColor;
    SplitterFull.Draw( splitter_position, false, false, false, false );
    GUI.color = tmp_restore_color;
    }

    This occurs with clean imports in a new project. I am very new to code and although it looks like I should either use the correct symbol instead of (==) or create a definition for Repaint.

    Would anyone be willing to give some pointers here?
     
  31. Alex3333

    Alex3333

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    Pit good day. I have a error on all the mobs. how to solve it ? When we can connect on Skype? I need help!
     

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  32. Daui

    Daui

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    Do you also have UFPS imported to your project?
     
    julianr likes this.
  33. julianr

    julianr

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    Do you have the player set as a target in the UFPS adapter, I can't remember if you need to set one. I think you do.
     
  34. Alex3333

    Alex3333

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    I kind of understand what you mean ))) Thank you , today.
     
  35. EddieChristian

    EddieChristian

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    So I am looking for some advice. I got the UFPS adapter working. I got all the weapons working (Even the knife) and giving different damages. But I am stuck on a few things:

    The creatures pick a target and walk a Path Length , the pick a new target and repeat. That path Length is far too long. How do I shorten it by half at least?? I seem to be missing a slider or option somewhere....

    So I have zombies in a mall. In the center of the mall is a recessed pool of water. If the player goes through it he has to slightly jump to get out of the water. It's a Unity Pro water prefab marked as Water in it's layer. I have 16 waypoints in a path around the water. My issues are since I Pool all the zombies and they are summoned at the start of the game how do I do the following things:

    If I have them all follow the waypoints in a clockwise or counter-clockwise fashion they all look the same, Because the are all using the same animation and starting on the same frame.

    Does ICE have a way to Spawn them but randomize the starting point of the animation??

    Now ICE has an option for them to pick a random Waypoint from the list and go to it then pick another waypoint ETC... The problem with this is eventually they all get caught in the water-pool in the center of the room. I have tried CHECKING the Avoid water option. From what I can tell, It does Absolutely Nothing. And I have tried setting up an Avoid and Flee motion, But I must be doing it wrong. From what I see it's using the center point of the water and not the full area of the water when it decides.... Very confused on getting this working And in general, all the scales seem way too large for this interior I made. Which is odd because the scale of my mall is accurate to the real world.

    How do I get avoid water working?

    How doe I set up regions simply, that the creatures just can't go into period. ( IE Dead Zones)

    How do I scale all of ICE down so it's not using huge distances????

    Thanks for any help and here is an early video showing the mall's layout.

     
  36. Setmaster

    Setmaster

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    julianr, are you related to Ice, like a dev?
     
  37. julianr

    julianr

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    No. Just helping out :)
     
    jonfinlay likes this.
  38. julianr

    julianr

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    There are probably a number of ways you could achieve the result you are looking for, maybe you have a target selection as 0, which would be infinite, maybe set a range for this. Alternatively setup a interactor condition so that the behavior would only kick in if the Target Distance is < (less than) a set distance before they chase a new target, and create a behavior or use the idle one to stop what they are doing if the target distance is > (greater than) a set amount, or use the default target (HOME) to do a wander and set it to random so they will not idle.


    I've not managed this myself yet, but I'll be sure to let you know as this is something I'm looking at implementing, selecting a random behavior or pick from a sequence of behaviors. Maybe this is supported in the next release?
     
  39. wood333

    wood333

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    Fresh Instal of ICE 1.1.18 in Unity 5.4.1f1. I have two warnings about the "UnityEngine.Random.Seed" which is used in the ICE Creature Register script has been deprecated.
     
  40. EddieChristian

    EddieChristian

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    I was wondering if anyone knows how to correct a movement quirk I have on an ICE creature. It senses the player then it runs a few feet forward/away from the player , turns then charges the player. Since I am making a zombie horde, it gets a little silly when dozens of zombies do it. I just want them to turn towards the player and directly charge him. I am sure I just have something set wrong since I am quite new to ICE...
     
  41. wendymorrison

    wendymorrison

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    Hi when i use the ice creature control wizard and then add my player and or creature i get a error and then i can't use the wizard again unless i reimport ICE. Like i actually have to do the player and creature manually for it to work. which isn't a big deal but i am a new user of ICE though. I was going through the using the wizard tutorial.
     

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  42. Alex3333

    Alex3333

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    In the script there is no meta where to insert the target.
     

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  43. Alex3333

    Alex3333

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    in this script I have added the target , but the error persists
     

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  44. julianr

    julianr

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    What does line 102 of code that errors? To me its looking for a gameObject
     
  45. Alex3333

    Alex3333

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  46. wendymorrison

    wendymorrison

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    Was wondering how do you set up UFPS there is only an example but no tutorial on this. I used the example creature to set up my zombie by seeing what i have to do but the zombie does not come after me like that other creature. There is alot of bugs in this system as well because i can't even save a preset either.
     
  47. wendymorrison

    wendymorrison

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    Worked it out now i forgot the interaction.
     
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  48. julianr

    julianr

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    Check to see if UFPS changed the damage handler lately, maybe the latest version of UFPS? If I have time over the weekend I'll dig out UFPS and try the adaptor on ICE and see whats going on.
     
  49. wendymorrison

    wendymorrison

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    I have this same problem did you work it out. Because i can't figure it out either.
     
  50. wendymorrison

    wendymorrison

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    Hi i was just wondering how would you go about obstacle avoidance with a cluttered set. Like if you want walls to be obstacles and the floor to be ground and furnature to be obstacles right. Well if you have the walls and floor alltogether what would you do then. I purchased ages ago the zombie apocalpse small set on the asset room and they have a boiler room with separate outer wall but inside they have the floor, wall and bolers as one model so i was wondering how would separate to make the floor ground and the wall as obstacle. I am trying to do obstacles but it is actually quite hard in this type of set because the zombie sometimes doesn't avoid obstacles.
     

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