I'm using this system for a boss battle i'm making and i have to say, this is such a fantastic baseline to work from. It almost reminds me of the GOAP system that some game engines use. I'm a pretty dumb guy with no math skills, but i'm able to iterate on this since its so transparent, and through it i've found a love for creating logic even moreso than creating my usual sculpting/art.
@@AecertGaming Goal oriented action planning. I'm not completely knowledgable in the process but the idea is, you give the AI goals to achieve like "open door" "search for player" "ambush player from behind" then link them together. Games like F.E.A.R and Alien:Isolation used it best to create smart AI. It's quite similar to how you've set up your AI framework and i love it.
I have a whole list of tutorials im planning on making :) If you have any requests though please let me know. Also thank you so much I really appreciate it. No patreon but i do stream on twitch!
In my game when the player is “in sight” then it stand still and starts looking around, it players in view then the animation get interrupted and starts chasing the player, but if the animation ends and no player in sight then it starts roaming again, *what do I need to change?*
I have a problem, doing an animation when the character is killed I animate a flip but the animation teleport to the place where I create the animation. Can someone please tell me why this happens?
Yup so you need to animate while scoped into the character. You can NOT animate the position of the entire character or it will snap back like you said. So you would want to scope into the character, double tap x on the pelvis to select all items, then rotate to do the flip. Do not animate without being scoped in.
I'm having trouble with the roaming part of this so far. Would it have anything to do with the fact that I'm using a sculpture instead of a puppet? My enemy sculpture floats off into the sky in circles when I turn on "local space" in the mover and rotators. If I have them off, it simply slides to the right of the screen indefinitely. I suspect it has something to do with the values on x,y, and z strength and dampening. I wish you showed those pages and their settings for each mover and rotator. Although perhaps you kept them at default for all I know and maybe that works for the puppet. Just guessing of course. Any thoughts?
You might need some logic to keep it snapped to the ground, oh and maybe make the follower strength 0 percent in y? Also the scene is remixable so you can look at the logic yourself 🙂
@@AecertGaming Yes, that's true, I should check the scene directly. I actually did turn all the y axis to 0 in the rotators, mover, and even follower but it would still occur, just somewhat differently (weird diagonal right liftoff). I primarily want an effective roam and chase, since I plan on damage occurring from impact. I wonder if I could achieve that with the follower gadget alone.
@@alishavillarreal9310 You probably could make it work with just a follower and a rocket rotator tbh. Also if you want to collab me I can take a look and try to get it working for ya :D
@@AecertGaming Thanks so much! I'll try out your suggestion and another idea I've gotten. If I can't get it to work, the collab offer would be great :D
@@AecertGaming exactly, what happens is that it attacks once and goes back into chasing but it does not attack again even though I am inside it's area and it is on chasing state
@@angelarodriguez9775 if I remember correctly I have it coded to leave the attack state after an attack, but it should be going right back into the attack state. Why isn't it?
Hey man I implemented this into my game but the roaming state doesn't seem to work properly and will follow me regardless of range. It seems to go into roaming state and will move according to roaming speed but it will always follow me. Also can't get the attack to alone to play. Thanks, love the vids
Ok so there are two things to check. One, is the state changing correctly but the follower is just always on? Two, is the state just not changing? It is probably the latter. Look into the logic that changes the state. Why isn't it going off? What is happening with the attack?
Hey man love the videos. Got this system working in the game and I’m just trying to expand on it a little bit. Quick couple questions, I’m developing some enemies with ranged attacks and I can’t figure out how to make projectiles track the player character vertically when I jump. I tried a look at rotator during the attack timeline and using a follower isn’t what I want. Also would you Mind elaborating on how to add more attacks at varying ranges and conditions?
So a follower combined with a look at rotator should work... Maybe instead of a look at rotator use a rocket rotator? Either way, what is it doing that isn't what you want? For more attacks at varying ranges you'll want to add more states to the state machine. It will get pretty complex the more ranges and conditions you add but still very possible. I should make a follow up video for this
And attach that to the enemy projectile or the enemy itself? I’ve tried using a follower on the projectile but that gives it homing properties which isn’t realistic for the projectile, I just want the enemy to be able to shoot towards the player while I’m airborne. As for the attacks, I want the enemy to be able to perform unique attacks while the player is going from attack state back to chase as well as just multiple other attacks likes grenades for ranged enemies. Appreciate the help heaps though I subbed, a follower up would be sweet!
@@aussiebattler963 oh lol you don't want it homing. Ok so you want to put the emitter on a cube. Then make that cube face the target. Although I think there's a way to change the emit direction? Though it requires some math. As for the AI, that's something you need to figure out, this video should give you a decent foundation though.ai can be tough but it's important to learn. The state machine pattern I use in this video should be a good starting point
Acert thankyou very much for the guide here. Very helpful. I have a question though, How do you set an area where the NPC can roam in? I am asking this as I am trying to have my NPC roam in a roam and they keep getting stuck walking into a wall.
@@AecertGaming I fixed the issue. The walls were too thin and parts of the puppet was clipping through the walls and getting them in. Fixed it with an invisible wall so they also do not leave the area I want them to roam around. They still hit the wall and walk into it for a bit but eventually they get rotated.
I would recommend just figuring that out within the attacking state, i dont think you need a new state for that unless close range and long range are quite different. If they are just attacks, it can all be handled within the attacking state.
Hey great video. Love your tutorials. Do you currently have any tutorials on damage effects? Like let's say blood when shot ( zombies ) or when hit by sword slash...etc.
hmmm, i do not yet. Thats a great idea for one though. The hardest part of that is figuring out where to spawn the actual effect. If it doesnt have to be perfect then its pretty easy, just spawn an effect when they take damage. If the position does matter though... Im not sure tbh. Maybe use a laser scope to get the position of the hit?
My guess is you could put a tag in your weapon or projectile. Then have a trigger zone on the zombie that, when detecting that tag, turns on an effects painting and health modifier attached to the puppet
how to make a level that you need to complete a certain task before the timer runs out? if you want i can explain my current set up, but it will be a lengthy comment, i managed to make it work if you complete the task but "game over" screen wont work when timer runs out...
@@AecertGaming i have sent you 2 of my creations, if you have time please debug them: first is rideaable mount that rides the mount but not as quite you have made yours in tutorial, and other is a timer gadget that runs out... if you have time check them out and help me :)
Iam sadened by this video and after following the steps the (deluxe) puppet walked sideways and did follow but did not attack Edit: it did walk toward me but that was part of the code already in the deluxe puppet.
i decided i wanted him to hide in the side of the wall and if your to close he runs out and attacks you although it was funny when he was infinitely flying off
@@AecertGaming I think I may of come off a but rude, sorry! Maybe you could make it into a series or something, after all, you are an amazing @dreams creator! There aren't many tutorials out here, that are in depth I mean! I think if you were to do it, that would be amazing!!!! 😃
I would recommend checking out the remixable scene in the description and comparing it to what you have. Also try posting in my discord, I or someone else will be able to help you!
Great video Aecert! Thanks for making this!
It will help me alot with my "lure" state logic!
I'm using this system for a boss battle i'm making and i have to say, this is such a fantastic baseline to work from. It almost reminds me of the GOAP system that some game engines use.
I'm a pretty dumb guy with no math skills, but i'm able to iterate on this since its so transparent, and through it i've found a love for creating logic even moreso than creating my usual sculpting/art.
I am so happy to hear how this has helped :) I tried really hard to make it easy to understand/easy to build off of
What is the goap system?
@@AecertGaming Goal oriented action planning.
I'm not completely knowledgable in the process but the idea is, you give the AI goals to achieve like "open door" "search for player" "ambush player from behind" then link them together. Games like F.E.A.R and Alien:Isolation used it best to create smart AI.
It's quite similar to how you've set up your AI framework and i love it.
@@Animaja001 Ahhhh, thats pretty awesome :D
thank you, so far the best dreamer for tutorials, do you have anything specific in the pipeline? or a patreon?
I have a whole list of tutorials im planning on making :) If you have any requests though please let me know. Also thank you so much I really appreciate it.
No patreon but i do stream on twitch!
Yup, my favorite also. He rules 😀
This annihilates blueprints and bolt.
It really does, except for the fact there are no strings or arrays :P
thanks im making a little shark survival game for my little brother
Cool! I will try that in my creations!
I love your character ❣️
Can you find a way to give enemys vision? I tried but no matter what I do they can either see through walls or have terrible sight
That would be in my advanced enemy ai tutorial ;) you would use a raycast to check whether or not the enemies target is being something
@@AecertGaming thanks!
@@AecertGaming umm... can you link it?
@@jamespennington6428 Doesnt exist yet lmao
@@AecertGaming Ok lol
This really helped me!
Great tutorial. Makes sense. Cant wait to try this out
In my game when the player is “in sight” then it stand still and starts looking around, it players in view then the animation get interrupted and starts chasing the player, but if the animation ends and no player in sight then it starts roaming again, *what do I need to change?*
Sorry so is that what you want to happen?
I have a problem, doing an animation when the character is killed I animate a flip but the animation teleport to the place where I create the animation. Can someone please tell me why this happens?
Yup so you need to animate while scoped into the character. You can NOT animate the position of the entire character or it will snap back like you said.
So you would want to scope into the character, double tap x on the pelvis to select all items, then rotate to do the flip. Do not animate without being scoped in.
@@AecertGamingThanks I did not expect an answer so soon. I will continue working on my project
What is the flag gadget and off button gadgets
Can you give me a timestamp?
The flag is a microchip with a custom icon.
I'm having trouble with the roaming part of this so far. Would it have anything to do with the fact that I'm using a sculpture instead of a puppet?
My enemy sculpture floats off into the sky in circles when I turn on "local space" in the mover and rotators. If I have them off, it simply slides to the right of the screen indefinitely. I suspect it has something to do with the values on x,y, and z strength and dampening. I wish you showed those pages and their settings for each mover and rotator. Although perhaps you kept them at default for all I know and maybe that works for the puppet. Just guessing of course. Any thoughts?
You might need some logic to keep it snapped to the ground, oh and maybe make the follower strength 0 percent in y?
Also the scene is remixable so you can look at the logic yourself 🙂
@@AecertGaming Yes, that's true, I should check the scene directly.
I actually did turn all the y axis to 0 in the rotators, mover, and even follower but it would still occur, just somewhat differently (weird diagonal right liftoff). I primarily want an effective roam and chase, since I plan on damage occurring from impact. I wonder if I could achieve that with the follower gadget alone.
@@alishavillarreal9310 You probably could make it work with just a follower and a rocket rotator tbh.
Also if you want to collab me I can take a look and try to get it working for ya :D
@@AecertGaming Thanks so much! I'll try out your suggestion and another idea I've gotten. If I can't get it to work, the collab offer would be great :D
When the enemy attacks i need to move back a little for it to attack again is there any way to fix that?
It sounds like the attack isn't looping
@@AecertGaming exactly, what happens is that it attacks once and goes back into chasing but it does not attack again even though I am inside it's area and it is on chasing state
@@angelarodriguez9775 if I remember correctly I have it coded to leave the attack state after an attack, but it should be going right back into the attack state. Why isn't it?
Hey man I implemented this into my game but the roaming state doesn't seem to work properly and will follow me regardless of range. It seems to go into roaming state and will move according to roaming speed but it will always follow me.
Also can't get the attack to alone to play.
Thanks, love the vids
Ok so there are two things to check. One, is the state changing correctly but the follower is just always on?
Two, is the state just not changing?
It is probably the latter. Look into the logic that changes the state. Why isn't it going off?
What is happening with the attack?
Hey man love the videos. Got this system working in the game and I’m just trying to expand on it a little bit. Quick couple questions, I’m developing some enemies with ranged attacks and I can’t figure out how to make projectiles track the player character vertically when I jump. I tried a look at rotator during the attack timeline and using a follower isn’t what I want.
Also would you Mind elaborating on how to add more attacks at varying ranges and conditions?
So a follower combined with a look at rotator should work... Maybe instead of a look at rotator use a rocket rotator? Either way, what is it doing that isn't what you want?
For more attacks at varying ranges you'll want to add more states to the state machine. It will get pretty complex the more ranges and conditions you add but still very possible. I should make a follow up video for this
And attach that to the enemy projectile or the enemy itself? I’ve tried using a follower on the projectile but that gives it homing properties which isn’t realistic for the projectile, I just want the enemy to be able to shoot towards the player while I’m airborne.
As for the attacks, I want the enemy to be able to perform unique attacks while the player is going from attack state back to chase as well as just multiple other attacks likes grenades for ranged enemies.
Appreciate the help heaps though I subbed, a follower up would be sweet!
@@aussiebattler963 oh lol you don't want it homing. Ok so you want to put the emitter on a cube. Then make that cube face the target. Although I think there's a way to change the emit direction? Though it requires some math.
As for the AI, that's something you need to figure out, this video should give you a decent foundation though.ai can be tough but it's important to learn. The state machine pattern I use in this video should be a good starting point
Acert thankyou very much for the guide here. Very helpful. I have a question though, How do you set an area where the NPC can roam in? I am asking this as I am trying to have my NPC roam in a roam and they keep getting stuck walking into a wall.
Hmmm. What if you placed a tag down, and when the npc got too far from the tag they walked straight at it for a bit before randomly roaming again?
@@AecertGaming I fixed the issue. The walls were too thin and parts of the puppet was clipping through the walls and getting them in. Fixed it with an invisible wall so they also do not leave the area I want them to roam around. They still hit the wall and walk into it for a bit but eventually they get rotated.
And if I want a close range and long range state? How do l do it ?
I would recommend just figuring that out within the attacking state, i dont think you need a new state for that unless close range and long range are quite different. If they are just attacks, it can all be handled within the attacking state.
@@AecertGaming thanks l will see if l can figure it out
How do you make the mover face the direction which the enemy is facing, because mine is rotating but it always walks in the the same direction
Set the mover to local!
On 10:59 how do I plug it the Timeline to the on and off switch?
The keyframe is turning the switch on
Hey great video. Love your tutorials. Do you currently have any tutorials on damage effects? Like let's say blood when shot ( zombies ) or when hit by sword slash...etc.
hmmm, i do not yet. Thats a great idea for one though.
The hardest part of that is figuring out where to spawn the actual effect. If it doesnt have to be perfect then its pretty easy, just spawn an effect when they take damage. If the position does matter though... Im not sure tbh. Maybe use a laser scope to get the position of the hit?
My guess is you could put a tag in your weapon or projectile. Then have a trigger zone on the zombie that, when detecting that tag, turns on an effects painting and health modifier attached to the puppet
Sir how can I connect the keyframe and switch? My selector doesn't work too.
Animate the keyframe, then power on the switch. To duplicate it just copy and paste the animated keyframe.
how to make a level that you need to complete a certain task before the timer runs out? if you want i can explain my current set up, but it will be a lengthy comment, i managed to make it work if you complete the task but "game over" screen wont work when timer runs out...
how are you checking when the timer runs out?
@@AecertGaming i have no idea how to do that
@@deniscoce6379 the timer has an output called "timer finished", when that outputs a signal the timer is finished
@@AecertGaming i have sent you 2 of my creations, if you have time please debug them: first is rideaable mount that rides the mount but not as quite you have made yours in tutorial, and other is a timer gadget that runs out... if you have time check them out and help me :)
Iam sadened by this video and after following the steps the (deluxe) puppet walked sideways and did follow but did not attack
Edit: it did walk toward me but that was part of the code already in the deluxe puppet.
Is it entering the attack state? You can check by pausing the game and going into the logic when it is supposed to enter the state.
@@AecertGaming thanks for to advice I’ll try it tomorrow.
@@AecertGaming it can’t enter the attack state because it walks sideways but Iam pretty sure this logic doesn’t work with deluxe puppets☹️.
Loved the video. Super helpful, but my guy keeps gyrating. I need some help.
Terrible tutorial how did you get the state controller micro chip to be that’s big?
man next time use fin from adventure time
I think using assets like that for my tutorials would make more people click... Not a bad idea :D
@@AecertGaming your welcome
Thank you now I can do my boss fight
AI video
Do I have to use a puppet
Ofcourse not!
for some reason my enemy just flies into the distance
Lmao. Want to post a video of it in my discord so we can try to help you out?
i decided i wanted him to hide in the side of the wall and if your to close he runs out and attacks you although it was funny when he was infinitely flying off
@@baracapy3340 Loool, probably a physics bug?
i didn't think Aecert himself would reply because this video is from 2020
@@baracapy3340 I see all the comments ;)
The follower wont follow the player
There are a couple reasons that could happen. If i were you, I would take the follower and just make it always on and make sure that works.
the exact one i wanted which can't be provided by other bozos.....
Cant you just make a tutorial where you show us step by step you making it
Or we won't learn! You just showed us your logic and told us to copy
Really unclear!
@@edenbwicey7250 What exactly is unclear? The reason I do it this way is because showing me building it would take too long.
@@AecertGaming I think I may of come off a but rude, sorry! Maybe you could make it into a series or something, after all, you are an amazing @dreams creator! There aren't many tutorials out here, that are in depth I mean! I think if you were to do it, that would be amazing!!!! 😃
This didn't work and I followed every thing
I would recommend checking out the remixable scene in the description and comparing it to what you have. Also try posting in my discord, I or someone else will be able to help you!
It says there's only 20 comments and I see 6, what's going on UA-cam?
It’s counting replies. Stop focusing on UA-cam’s inconsistencies and stay on the topic of the video lol
@@SuperSpindasher1991 for real