Ragdoll Update - Basic Enemy AI and Input Manager
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- čas přidán 29. 08. 2024
- I'm getting as far as I can get punching at a static enemy, so I've started work on the enemy AI. Nothing crazy, it just follows the player, but that also meant I had to make a middle manager for the player inputs into something a AI could also use.
It's nice that I can start experimenting with a target that has some agency. To begin with, I'll want to give it dodging and avoidance behaviors, give me something to reference to improve the punch and grabs actions.
Something else you may have noticed is the stamina bar, it'll get explained more as I go, but I want to try something out with the animations in combat, not in yet, but when it is, it will hopefully make the stand offs more interesting.
Anyway, all for now, back to coding.
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Your channel is what introduced me to active ragdolls beyond simply knowing about gangbeasts, and I’m always looking forward to your posts
On another note, are those footsteps procedural? And were they difficult to get working?
If you change the punch animation from a jab to a hook when the AI has both hands on you, that interaction will look alot better, the players punches will be able to reach over the arms of the AI (more natural). It may also help to widen the base of their feet just a bit when engaged in a clinch. The AI may be better situated to balance itself and will also look more natural. (both are standing too straight up with their feet too close together, realistically.. they would have fallen a few times tripping their own feet and each others legs
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