Unreal Engine Battle Simulation - AI Improvements (ALS #34)
🕑 Added 2022-02-23 04:31:41 +0000 UTCThis is episode 34 of third-person shooter series based on Unreal Advanced Locomotion System. Here, we are going to do some improvements to the behavior tree based AI system of the characters. Following points will be discussed and implemented in this session. - Increasing the mobility of the AI characters when they are engaged in battle. - Selecting movement mode (crouch, run, sprint, walk ) according to the situation - Prevent locking onto dead enemies - prevent firing of dropped guns - General AI improvements
CodeLikeMe Third-Person shooter series: https://www.youtube.com/playlist?list=PLKLABJGyKV-CmWAXXeuUTer0iI0kSG1W4
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project files
https://www.patreon.com/posts/63654325
Comments
DjSadhu
Thank you, it's working now! The navmesh wasn't updated at all 😅 Now I crunched out a huge green navmesh for the entire city and they are on patrol as we speak :)
Thilina Premasiri
Well, that depends on where you actually needs navmeshes. You can put navmesh bounds volume only on streets
DjSadhu
Thanks for checking! Could my map be too complex? How/where is this navmesh built? My map is like a big city with lots of buildings.
Thilina Premasiri
Hi, I just tested and patrolling is working. I created a new map called ALS_test in the Levels folder. there is a patrol NPC. in the default map, there are no patrolling enemies. They engage in fight right after start
Thilina Premasiri
sure, I'll check and get back. recently i noticed sometimes the navmesh is not generated. had to reload the map. check if the navmesh is properly generated. when you press P, you should see that in green
DjSadhu
Maybe it is something I did, but the last version where the Patrolling NPC patrols, is OneDrive_2022-02-20. After that it fails to start walking. Could you check if this patrol function still works in later project versions?