can you make same as this video tutorials to add wining end line, with 2 or 3 AI enemy cars racing with player car , and displaying the position on which position the player car in when game are on , for example the enemy cars first or second position and player car on 3rd position , so should we can see our player car position on 3rd position on game
Hello. Again - thank you for your examples. I am wondering, can this your closed loop behavior be used on road that is landscape spline? Or, it is tied here to that actor with track elements? And other thing... I really felt stupid yesterday (well, more than usual), I was looking into BPs of your ship in water example - and i can not figure out, how those nav points from mouse click are formed? And, to greater extent, how would i go to place several such points on level (water) for ship to go between those? I would greatly appreciate any hints on this. Thanks.
I answer myself first part - no, actor with track elements in example map is not essential. Cars just follow spline. For anyone else who might want to migrate this - there is important part in level blueprint.
absolutely amazing!
Thank you
Thank you!
You a the best!
how would you add another car to the spline?
Which function controls the speed/breaking? Thanks
Thank you for this new AI system! I had great fun and learning from your AI turrets, I guess this vehicle AI will be fun too! :)
can you make same as this video tutorials to add wining end line, with 2 or 3 AI enemy cars racing with player car , and displaying the position on which position the player car in when game are on , for example the enemy cars first or second position and player car on 3rd position , so should we can see our player car position on 3rd position on game
👍
Hello. Again - thank you for your examples. I am wondering, can this your closed loop behavior be used on road that is landscape spline? Or, it is tied here to that actor with track elements?
And other thing... I really felt stupid yesterday (well, more than usual), I was looking into BPs of your ship in water example - and i can not figure out, how those nav points from mouse click are formed? And, to greater extent, how would i go to place several such points on level (water) for ship to go between those? I would greatly appreciate any hints on this. Thanks.
I answer myself first part - no, actor with track elements in example map is not essential. Cars just follow spline. For anyone else who might want to migrate this - there is important part in level blueprint.
Sorry, vehicle AI 4.22.2.rar ask me for a password? where is it? (version 4.18 opens without password)
Strange ! I've not added any password , checked the 4.22.2 rar and it works fine !
@@Mhousse thanks i'll try again.. maybe was some download error.. thanks for your reply.