This body of work you've done is a good example of the brilliance of many under-appreciated, under viewed creators on the web. Using your blueprints and descriptions below it was the easiest thing in the world to add the AI to my current project. I like the frog, and the other AI's too. Keep it up, you are on a great trajectory!
Thanks a lot for sharing this! I have been trying this example, I really like especially how turrets work. Status indications, easy distance change, good animations, nice projectiles even. I wonder, could you maybe give small teaching suggestion to UE4 beginner? That would be me :) I have been learning and trying things in UE4 just from november. May I question about turrets? I see they rely on "cast to main character". What is proper (easy/good practice, etc) way to change target detection to, in "human words" I would say - "Target anything Player0"? Should it be better done with some BPI, or cast to, or GetAllActors... I really would appreciate advice :) My tests right now are single player character "on foot" that can possess different vehicles - flying "spaceships", ground car, walking mech. Many thanks in advance for some recommendations!
You can use "Player_Interface" with any other Actor (Actor, Pawn ,Vehicle , Character ...) : - implement "Player_Interface" in your new actor that will be considered as enemy by the turret . - Implement "IsAlive" & "GetHeadLocation" functions. - Set turret "Detection Sphere " to "Overlap all" because in the project it intercats only with pawns . - make sure turrent detection trace "Objects Blocking LineTrace" is handling your actor object type. - In turrent "Begin Overlap" use "Does Implement Interface" instead of Cast. - In turrent "End Overlap" , use this condition to ("Other Actor" == "Enemy ref") instead of cast. - Make sure your enew actor collision is generating overlap events.
I am very thankful for such detailed answer. I was experimenting things myself too (already tried "does implement interface", managed turrets to shoot those robots, for example :), but this base of knowledge gives more "clear vision" to me. Thanks.
I have some success in my experiments, and, most important maybe - I like those experiments itself! :) Learning fun, I guess. Some video here: czcams.com/video/X-hyTLrrfQ4/video.html It is not exactly what I imagined (targeting only something where Player0 is right now), but it is still fun result. Thanks again!
How can I create two AIs who do the same actions? Because if I duplicate my AI and hit one of them (though they are far from each other) they both start chasing me.
Hello! With latest car AI release, i am sure wondering - is there maybe plans for flying AI too? ;-) This is the thing I search and investigate right now. DoN's work, SixDOF plugin, work by Peter L Newton... trying to warp my mind around all that...
This body of work you've done is a good example of the brilliance of many under-appreciated, under viewed creators on the web. Using your blueprints and descriptions below it was the easiest thing in the world to add the AI to my current project. I like the frog, and the other AI's too. Keep it up, you are on a great trajectory!
Thanks a lot for sharing this! I have been trying this example, I really like especially how turrets work. Status indications, easy distance change, good animations, nice projectiles even. I wonder, could you maybe give small teaching suggestion to UE4 beginner? That would be me :) I have been learning and trying things in UE4 just from november. May I question about turrets? I see they rely on "cast to main character". What is proper (easy/good practice, etc) way to change target detection to, in "human words" I would say - "Target anything Player0"? Should it be better done with some BPI, or cast to, or GetAllActors... I really would appreciate advice :) My tests right now are single player character "on foot" that can possess different vehicles - flying "spaceships", ground car, walking mech. Many thanks in advance for some recommendations!
You can use "Player_Interface" with any other Actor (Actor, Pawn ,Vehicle , Character ...) :
- implement "Player_Interface" in your new actor that will be considered as enemy by the turret .
- Implement "IsAlive" & "GetHeadLocation" functions.
- Set turret "Detection Sphere " to "Overlap all" because in the project it intercats only with pawns .
- make sure turrent detection trace "Objects Blocking LineTrace" is handling your actor object type.
- In turrent "Begin Overlap" use "Does Implement Interface" instead of Cast.
- In turrent "End Overlap" , use this condition to ("Other Actor" == "Enemy ref") instead of cast.
- Make sure your enew actor collision is generating overlap events.
I am very thankful for such detailed answer. I was experimenting things myself too (already tried "does implement interface", managed turrets to shoot those robots, for example :), but this base of knowledge gives more "clear vision" to me. Thanks.
I have some success in my experiments, and, most important maybe - I like those experiments itself! :) Learning fun, I guess. Some video here: czcams.com/video/X-hyTLrrfQ4/video.html
It is not exactly what I imagined (targeting only something where Player0 is right now), but it is still fun result.
Thanks again!
How can I create two AIs who do the same actions?
Because if I duplicate my AI and hit one of them (though they are far from each other) they both start chasing me.
Hello! With latest car AI release, i am sure wondering - is there maybe plans for flying AI too? ;-) This is the thing I search and investigate right now. DoN's work, SixDOF plugin, work by Peter L Newton... trying to warp my mind around all that...