Search Unity

  1. Calling all beginners! Join the FPS Beginners Mods Challenge until December 13.
    Dismiss Notice
  2. It's Cyber Week at the Asset Store!
    Dismiss Notice

[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. warren-miller-maltd

    warren-miller-maltd

    Joined:
    Jul 26, 2012
    Posts:
    37
  2. radiantboy

    radiantboy

    Joined:
    Nov 21, 2012
    Posts:
    871
    Just got this, and the UFPS package, the Troll doesnt seem to notice me until I shoot him and when he does he runs under me rather than attacking like in the demo. I have been using UFPS for a while so perhaps I changed something ICE relies on, is there anything like that? Also you dont get the demo with the goats etc? Also are there any other UFPS demos ? This looks like a great package, thanks!

    EDIT: when I drag in the prefab of the troll and add the scripts mentioned in the manual he just stands there idling, when he should be chasing me I presume. All in all I think the UFPS itegration may currently be broken.

    Edit2: I finally got it working pretty well (by setting the thing someone suggests earlier " it was caused by some of the state having a selection range of 0. I Changed this and now he runs and attacks me."), it's impressive! One problem is if I use the ignore height option he seems to teleport to anything above him, is there a way to change the height value that he can jump up to to stop this? Overall Im really pleased with my purchase since I already have an enemy working in UFPS which is pretty amazing, it would be great if it shipped with a few more example people who work like the troll but with various different behaviours. Also as someone else already asked is there a way to have it so when you have multiple guys attacking you they dont cross through each other?

    Thanks!
     
    Last edited: Dec 27, 2015
  3. thekarthic

    thekarthic

    Joined:
    Dec 6, 2015
    Posts:
    5
    Hi, sorry if this has been asked above, i could not find, but i was looking to work with ICE completely through runtime scripts, or as little predefined as possible, and was wondering if there was an API reference for the classes and functions for third party scripts to access.

    I read through the documentation @ http://www.ice-technologies.de/unity/ICECreatureControl/ICECreatureControlManual.pdf but it appears to be all definition and instruction for working with the plugin through the interfaces without code examples for dynamic run time changes.

    Is there a tutorial that creates npcs or something and defines their fitness/targets/behaviors dynamically at runtime, or api reference to do this?
     
    Tethys likes this.
  4. SpaceRay

    SpaceRay

    Joined:
    Feb 26, 2014
    Posts:
    386
    First of all I thanks you much for creating this kit and wish you a happy and very good year and that you can keep improving this kit and you can sell a lot, and that many people use it to bring to life things. I wish you all the best and have a happy new year 2016.

    Hello, I have bought this kit as it looks to be very good and well done, and easy to use, specially because I have no coding or scripting knowledge.

    The reason for buying ICC is that I have bought also the best of the Dinosaurs pack I have found in the asset store is
    Jurassic Pack 10 by Muelsa
    https://www.assetstore.unity3d.com/en/#!/content/35660

    The problem is that this dinosaurs are all ready to be controlled very well and realistic by the player, BUT there is no way to make them have life by themselves.

    I have already seen the video tutorial and have seen also all the well done manual, but I still have problems to bring to life to dinos with different animations, sounds and random behaviour, and that they can follow the player if is near.

    Until now all that it makes is only walk and wander and does nothing else, seems to only use the idle or walk animation, but there is no sound.

    sorry that I may be a noob and not be able to understand what I have to do, and where to put the animations, sounds and all that is needed for the configuration of the animal behaviour and interaction with the player

    What I really want is only that the dinosaurs can walk, eat, sleep, drink, growl, and run randomly in no specific order, and this is until the player is near from them, so they can attack the player if it is too near from them, or the player attacks them

    Thanks very much for any possible help,

    HAPPY NEW YEAR 2016 I send you my best wishes for your kit and your life and loved ones.
     
  5. jf3000

    jf3000

    Joined:
    Dec 31, 2013
    Posts:
    153
  6. blackbird

    blackbird

    Joined:
    Aug 9, 2011
    Posts:
    526
    is the full source code included or just DLL files
     
  7. twobob

    twobob

    Joined:
    Jun 28, 2014
    Posts:
    1,785
    source far as I can see
     
    blackbird likes this.
  8. arnesso

    arnesso

    Joined:
    Mar 3, 2015
    Posts:
    93
    Hello ! :)

    What do oyu think, it is possible to create Companion which follow you, but you can order HIM if raycast(crosshair) is ont the enemy and I press e.g. "G" button my companion will attack ENEMY,and press "H" stop attacking.
    I know it is difficult but I did not find anything about this kind of Companion. :\
    I would be glad for any help :)
    Similiar to this : ( by 17:16)

    cheers:)
     
  9. twobob

    twobob

    Joined:
    Jun 28, 2014
    Posts:
    1,785
    Sounds like you would simply reassign the target object and induce the relevant behaviour via a level of indirection.

    Or put more simply, we would say yes - make the menus call a script that has access to the relevant other gameobjects/components and control the actions via injecting the relevant references into that.

    However the implementation will vary by title and we have seen no Core "Directly command minions" prefabs, however if it did contain them they would do that anyways we would suggest. Hope that helps.
     
    Last edited: Jan 3, 2016
    icetec and arnesso like this.
  10. jonfinlay

    jonfinlay

    Joined:
    Aug 25, 2015
    Posts:
    535
    Has anyone spoken to Pit the developer recently? I just clicked his image and saw he hasn't been online since 16th Dec. Seems a little odd because he was on here several times a day before then, hope he's ok.
     
    icetec likes this.
  11. Teila

    Teila

    Joined:
    Jan 13, 2013
    Posts:
    6,745
    Considering that those dates coincide with the holiday, I wouldn't worry yet. :)
     
    icetec likes this.
  12. arnesso

    arnesso

    Joined:
    Mar 3, 2015
    Posts:
    93
    Does anyone idea how should I make enemy AI spawn random around the player about 70 units distance?
    If enemy is far from player ( 150 units ) it will despawn.
    And I 'm trying to setup Strongest enemy spawn between 10pm- 6am (unistorm) if it's 6am enemy goes away from player to a faraway point,which is a gameobject(like point).
    I know it can be hard, but I would thank for any bread crumbs :)
    But I guess many people are still interested in this question.

    (Basically I cannot setup the NPC spawn around player randomly, if I use pool they spawn always one point)
    Cheers :)
     
  13. jonfinlay

    jonfinlay

    Joined:
    Aug 25, 2015
    Posts:
    535
    I think an NPC could only spawn around the player if the player was set up as the "Home" of the NPC, the distance could be set using the random distance variable. I haven't used to the time function yet, so not sure about spawning based on time of day.
     
    arnesso and twobob like this.
  14. twobob

    twobob

    Joined:
    Jun 28, 2014
    Posts:
    1,785
    Perhaps just have an InvokeRepeating Invoked at your desired time and kill it when the time is up.
    That sounds like the route of least resources. I too have not used the TOD stuff
     
    arnesso likes this.
  15. magique

    magique

    Joined:
    May 2, 2014
    Posts:
    3,676
    I'm looking to pick this up tonight, but I'm hoping that version 1.1 and Apex Path support aren't too far off. I see mention of 1.1 being finished and that it should have been ready for publication in December, but no word since then.
     
  16. magique

    magique

    Joined:
    May 2, 2014
    Posts:
    3,676
    I get a ton of errors when I import the latest package into Unity 5.3. Here are some examples:

    Assets/ICE/ICECreatureControl/Scripts/Editor/Handler/ice_CreatureEditorBehaviour.cs(44,65): error CS0117: `Info' does not contain a definition for `BEHAVIOUR'
    Assets/ICE/ICECreatureControl/Scripts/Editor/Handler/ice_CreatureEditorBehaviour.cs(44,41): error CS1502: The best overloaded method match for `ICE.Layouts.ICEEditorLayout.EndHorizontalInfo(string)' has some invalid arguments
    Assets/ICE/ICECreatureControl/Scripts/Editor/Handler/ice_CreatureEditorBehaviour.cs(44,41): error CS1503: Argument `#1' cannot convert `object' expression to type `string'
    Assets/ICE/ICECreatureControl/Scripts/Editor/Handler/ice_CreatureEditorBehaviour.cs(101,61): error CS0117: `Info' does not contain a definition for `BEHAVIOUR_MODE_RENAME'
    Assets/ICE/ICECreatureControl/Scripts/Editor/Handler/ice_CreatureEditorBehaviour.cs(101,41): error CS1502: The best overloaded method match for `ICE.Layouts.ICEEditorLayout.EndHorizontal(string)' has some invalid arguments

    Anyone else have this? I was really hoping to try this out, but I have no idea what's wrong at this point.

    EDIT: Nevermind. It seems another asset I just bought also has an Info component and there is an conflict. I deleted the other asset for now and it is compiling scripts for ICE fine now.
     
  17. arnesso

    arnesso

    Joined:
    Mar 3, 2015
    Posts:
    93
    I just asked about dynamic home, so should I just add this script to the NPC( where ICE Control script canbe found) and
    I set up Terrain tag, than my NPC will walk around randomly ?

    Furthermore, I really would like to create a "nature feeling" so the NPC animals spawn randomlyin the terrain given distance from Player, becasu when I am walking around in the forest I meet animals randomly, I know it is possible with this Great asset., just that would be good some tips, tutorial, screenshots.
    Thanks for any help
    Cheers ! :)
     
  18. jonfinlay

    jonfinlay

    Joined:
    Aug 25, 2015
    Posts:
    535
    I think the best thing to do in your case would be:
    1. Set up the NPC like any other creature, with its own home.
    2. Set up an interactor on the NPC for your player, and make sure the Priority is set to 100.
    3. In the interactor behavior, you should be able to set it so that the NPC stays near your player, or activates an Escort Mission so that it follows the player.
    4. If it dies, it will respawn at its home again, but will follow the player again once meets him.

    Alternatively, you could just set up an escort mission so the NPC will spawn as normal, then come and find the player. In this case, you could perhaps reduce his speed, or chose the detour, so he wanders towards the player without any rush. I think there are a few different ways to do. Not sure myself as I haven't done it.

    One of the best things about Ice is that there are so many different ways to perform the same action, which means that our games animals would all behave differently even though we used the same AI system.

    On another note, I sent an Ice Creature Support Staff a PM today asking after Pit (she was on the first page of this thread). Hopefully she knows his whereabouts, as it really seems out of character for Pit to be gone for so long, especially when the 1.1 update was all but finished a month ago.
     
    icetec and arnesso like this.
  19. arnesso

    arnesso

    Joined:
    Mar 3, 2015
    Posts:
    93

    Thank You, I will try out your ideas :)
    Little question: What do you mean exactly "its own home" to set up ?
    The terrain ? or Player? (
    We all are waiting for ICE update , I hope ,Pit will be back soon .
     
    icetec likes this.
  20. jonfinlay

    jonfinlay

    Joined:
    Aug 25, 2015
    Posts:
    535
    You can set up an NPC in two ways:

    A) Set its own home means to a place where it should return to when it dies. Such as a tree. Just drag the tree prefab into the Home slot. This could be useful for wolves, as in Minecraft. When the player gets near, you would need to set it up so he then follows the player, this can be done via the interactor behaviour. However if it dies, it will spawn near its own home, in this case the tree.

    B) Set its home to be the player, so it will always spawn around the player, and follow him. In this case, you have to drag the player prefab into the Home slot. This could be useful if your player has a female companion, who you would like to have around the player at all times.
     
    icetec and arnesso like this.
  21. icetec

    icetec

    Joined:
    Mar 11, 2015
    Posts:
    592
    Dear customers, I’m absolutely sorry for my absence during the last weeks but Christmas is the only period of the year to meet the whole family and also the best chance for a much-needed break without internet and cell-phone to recreate and to finish started tasks. Many thanks for your understanding and many thanks also especially to all who answer incoming requests; Please accept my sincere best wishes for your committed support.

    I would like to wish all of you a happy and successful new year!

    I’ll answer all open requests step-by-step within the next days but before I’ll do this I would like to publish the next update – it’s one of the above-mentioned tasks, which I could finish during the last days and I hope you will enjoy it as a late Christmas present.

    I wish all of you a nice day!

    Sincerely yours, Pit
     
    kurotatsu, spesimen, twobob and 2 others like this.
  22. icetec

    icetec

    Joined:
    Mar 11, 2015
    Posts:
    592
    Hi arnesso, your issue was a really great suggestion. After reading your lines in the morning I have directly implemented a keycode as selection criteria for a target, so you can steering your player companians now as desired by keys ...

    Best wishes, Pit
     
    twobob, kurotatsu and arnesso like this.
  23. icetec

    icetec

    Joined:
    Mar 11, 2015
    Posts:
    592
    Hi blackbird, in addition to twobobs answer I would like to mentionen that also v1.1 will include the complete sources. You can find the complete api here http://www.icecreaturecontrol.com/docs/html/index.html

    I plan to provide a free dll based player, which artists could use for their model demos but all full versions will still contains the sources.

    Have a nice day!
    Pit
     
    blackbird and twobob like this.
  24. icetec

    icetec

    Joined:
    Mar 11, 2015
    Posts:
    592
    Hi SpaceRay,
    here you can find a small demo scene for prey and predator scenario.
    http://icecreaturecontrol.com/files/examples/Tutorial_1_0_PreyAndPredator.unitypackage

    the tutorial contains 2 scenarios, one which based on timed behaviour sequences and one which handles all by using interactors.
    http://www.icecreaturecontrol.com/files/webplayer/TutorialPreyAndPredator.html

    the second scenario contains all you need to realize your project ...

    I hope this will be helpful to you.

    Have a nice day!

    Pit
     
    arnesso likes this.
  25. LacunaCorp

    LacunaCorp

    Joined:
    Feb 15, 2015
    Posts:
    141
    ICE won't detect my player, I've registered the player in the creature register and the interactions should be working fine,but none of the animals will run away from the player. Anyone know why this might be happening? Thanks. :)
     
  26. arnesso

    arnesso

    Joined:
    Mar 3, 2015
    Posts:
    93
    Well, I do not know exactly, I just can say check again the behaviour options ( are you sure to choose the correct behaviour)
    Make sure you set up to the NPC the Player as target (interaction)
    Like here: ( Set up the good behavoiur instead of"Avoid_ fire)



    My Question :

    I would like to make my Predator faster, but it is not enough if I increase the speed, although I must increase the animation playing speed ,too. Is this the correct way for this function if the given behaviour->Edit-> (I chose animation, and there increse speed , because I did not notice difference if I set up higher value)
    THanks
    Cheers ! :)
     
  27. icetec

    icetec

    Joined:
    Mar 11, 2015
    Posts:
    592
    Hi Lacuna Corp, please add also the ICECreatureResident script to your player. this script makes sure that your player will be registred during the runtime, so that your creature can detect him ...
     
    LacunaCorp likes this.
  28. icetec

    icetec

    Joined:
    Mar 11, 2015
    Posts:
    592
    that's the right way ... do you use legacy or mecanim animations?
     
  29. arnesso

    arnesso

    Joined:
    Mar 3, 2015
    Posts:
    93
    Legacy, I am still using Big Animal Pack at the beginning.

    We are waiting for the Update 1.1v ,When will it be available ? @icetec :)
     
    Last edited: Jan 10, 2016
  30. LacunaCorp

    LacunaCorp

    Joined:
    Feb 15, 2015
    Posts:
    141
    Everything is working great now, and we're all loving ICE!

    Thanks again for helping me out yesterday with those other bugs as well, it looks like we're going to get the AI completed in time to release on Greenlight tonight.
     
    icetec likes this.
  31. Alex3333

    Alex3333

    Joined:
    Dec 29, 2014
    Posts:
    341
    Welcome back, Pit !! All are waiting for an update! ))) Go after the update is still great!
     
    icetec likes this.
  32. icetec

    icetec

    Joined:
    Mar 11, 2015
    Posts:
    592
    Dear customers, as you now v1.1 is on the way. Currently I’m working to update the manual, clean the project and try to make sure not to include new bugs while fixing some last issues, also I have to update the asset store page and for this I would like to involve you with some graphics of your projects. I’m not sure you are interesting in this but if you want, you are welcome to post some images of your ICE controlled creatures which I could use for the asset store. All of you supports me with great ideas and suggestions and I have seen a lot of your amazing projects and it would be great to show the extreme bandwidth of creativity also in the asset store. Please let me know what you think about it …

    Have a nice day!

    Pit
     
    kurotatsu, Teila and arnesso like this.
  33. jonfinlay

    jonfinlay

    Joined:
    Aug 25, 2015
    Posts:
    535
    Good idea Pit! Pity the new version of Gaia isn't out yet, it has a built in screenshot taker and image effects. What resolution should the pictures be? I'd imagine you'll be adding captions, what kind of shots do you prefer which would show off the new version, for example, "Realistic pack hunting and stalking"?
     
    AdamGoodrich likes this.
  34. mensch-mueller

    mensch-mueller

    Joined:
    Nov 25, 2014
    Posts:
    156
    jonfinlay and icetec like this.
  35. icetec

    icetec

    Joined:
    Mar 11, 2015
    Posts:
    592
    Hi Jon, the resolution should be suitable to the image gallery of the store (> 785x450px) and the kind of the shots should represents the posibilities but that's finally up to you and if you want you could also include your label and logo. I'll do also own images based on demo scenes but it would be great to have shots which shows different scenarios with any kind of creatures and environments just to display the whole spectrum of possibilities and that's nearly impossible to do alone, therefore please feel free to post any shot you think it could be interesting for the community. Many thanks!

    Best wishes, Pit
     
    jonfinlay likes this.
  36. jonfinlay

    jonfinlay

    Joined:
    Aug 25, 2015
    Posts:
    535
  37. magique

    magique

    Joined:
    May 2, 2014
    Posts:
    3,676
    Has anyone tried ICE with a character from Opsive's third person controller? I followed the first steps document and the character moves to the home position, but the animation that I selected does not play.

    Also, just a minor typo, but the editor says WarpMode instead of WrapMode for the animations.
     
  38. jonfinlay

    jonfinlay

    Joined:
    Aug 25, 2015
    Posts:
    535
    Here are a few images which can be cropped and used for screenshots. The water is AQUAS and the animals are by 4toon.

    savanna1.png savanna4.png Savanna5.png savanna2.jpg savanna3.jpg
     
    AdamGoodrich, icetec and Teila like this.
  39. jonfinlay

    jonfinlay

    Joined:
    Aug 25, 2015
    Posts:
    535
    There were 100 zebras, 100 elephants and 3 lioness and 2 male lions without any real impact on FPS!

    AQUAS https://www.assetstore.unity3d.com/en/#!/content/52103
    African Animal Pack 1 https://www.assetstore.unity3d.com/en/#!/content/24310

    Below is an example of a female companion who follows the player which Arnesso was asking about earlier. She can be set up so that she will run away in certain situations (such as if a lion is approaching) or to avoid certain objects (such as water). When the coast is clear in the case of the lions, or when the player is out of the water, she will return to the player. She can also be set to run in order to catch up with the player, speak (for example to warn the player of a nearby lion), or even to hunt certain animals.

    NPC.jpg
     
    Last edited: Jan 16, 2016
  40. AdamGoodrich

    AdamGoodrich

    Joined:
    Feb 12, 2013
    Posts:
    3,646
    Wow - really lovely work Jon - can't wait to play with ICE myself - been so busy pushing for the next release of Gaia that i don't get much time to play any more !!

    Btw.. here is the Screen Shotter that I am including in the next version of Gaia. It was based on the script above and extended to be easier to use, and more functional. One of the cool things I added to it was the ability to record the position and rotation of the camera when the shot was taken... which allows you to go back and investigate that part of the scene later... really nice of identifying glitches.

    Shotter1.jpg

    Shotter2.jpg

    This scene would have been much better with some nice animals :)

    Grab 20160111213901 w1900h1200 x-246y34z-107r159.jpg
     
    Last edited: Jan 16, 2016
    icetec and jonfinlay like this.
  41. jonfinlay

    jonfinlay

    Joined:
    Aug 25, 2015
    Posts:
    535
    Looks great! I'm still using the Xbox screenshot taker (windows key + G) which was a bit tricky when all the animals were constantly moving, especially the lions! Ended up missing a few good shots. Will be great when the two new versions are out, they work perfectly together and without a doubt the two most essential assets for me.
     
    icetec and AdamGoodrich like this.
  42. radiantboy

    radiantboy

    Joined:
    Nov 21, 2012
    Posts:
    871
    I have these spiders who chase me using ICE (and UFPS), but I have to get close for them to come after me. How do I increase this range? I tried putting field of view to 360 and visual range to 500 but it had no affect. Really loving ICE by the way, really great stuff.

    PS, where is the setting that turns them off when they die? And where can I set the health of my creature?
     
    Last edited: Jan 17, 2016
  43. Dazz2000

    Dazz2000

    Joined:
    Apr 27, 2014
    Posts:
    19
    When is the best time to Skype Pit? ... i need a little help
     
  44. icetec

    icetec

    Joined:
    Mar 11, 2015
    Posts:
    592
    Hi Dazz, have already accept your request and will be online in 60 min.
     
  45. radiantboy

    radiantboy

    Joined:
    Nov 21, 2012
    Posts:
    871
    Also just noticed that my ufps player isnt taking damage either, I have added the necessary scripts, what else could be the issue?
     
  46. icetec

    icetec

    Joined:
    Mar 11, 2015
    Posts:
    592
    Hi radiantboy, while using FOV with 360 degrees your creature will realize its surrunding environment in 360 degrees and adjusting the value to zero will deactivate the FOV and your creature will using automatically 360 degress but ignores the limit of the visual range, so 0 and 360 degrees have nearly the same effect ...
     
  47. radiantboy

    radiantboy

    Joined:
    Nov 21, 2012
    Posts:
    871
    Thanks for the fast response and support. So how do I increase his view distance? So that he chases me from far away?
     
  48. icetec

    icetec

    Joined:
    Mar 11, 2015
    Posts:
    592
    Does your creature detect your player and attack him or does your creature completly ignore your player?
     
  49. radiantboy

    radiantboy

    Joined:
    Nov 21, 2012
    Posts:
    871
    he runs after and attacks him, but my health doesnt go down.
     
  50. icetec

    icetec

    Joined:
    Mar 11, 2015
    Posts:
    592
    by default the view distance is endless but if your are using a limited visual range please consider that the given selection range will also affect this distance ... if you have a visuel range of 500 and a limited selection range of just 30 your creatures will ignore your target while it is 40 units away. you can set the selection range to zero to ignore this value ...