Комментарии:
Really well presented with straight to the point and no gibberish. Truly by a Dev for other Devs.
ОтветитьWould this work in such a manner to where I can make an enemy punch a wall break it and then walk through it and follow the player?
ОтветитьExcellent tutorial, thank you!!
ОтветитьYou are a diamond, thank you :) Keep being you. You are very talented and I have learnt so much from you.
ОтветитьWhy two videos hidden bro?
Are they premium
These videos are absolutely fantastic!
I believe at one point you said that you were interested in things you might be able to add to your AI. I've got a couple of ideas that might be neat to try out.
The first thing kinda builds off this vid as in just having a basic jump (I might've missed it if you mentioned it here). Predefining smart paths for every jump an enemy could make seems tedious especially for larger more open, or procedurally generated environments like with all your paths on the new island you made. But even more so, I think it'd be cool to see different types of jumps depending on the height of the vertical distance. For example, maybe one cube height in the test map is a normal jump, 2 cube heights is a mantle, and maybe 3 cube heights is a jump AND mantle. Taking that even a step further, to really test the bounds of AI, I wonder if it would possible on like a 4 cube height, for the AI to check the area, grab one of the blue cubes (or viable target mesh), drag it to the wall, jump on the blue cube then jump/mantle up. I understand that last starts getting pretty advanced, but would super cool to see, and might work around having to script all of possible jumps in a level.
The next idea is trying to implement a weapon drop system, where you and enemies can knock weapons out of each others hands, dropping the mesh, and having the AI try to retrieve the weapon or find a new one (I think the new Legend of Zelda games do something like this). I'd think this implies the need for a rudimentary inventory system for the player and enemy, and maybe even flexible characters jobs or enemy skill trees depending on what weapon an AI finds (a ranged enemy finding a sword for example). Maybe even a panic state when the enemy tries to run away or fist fight you if it can't retrieve a weapon like an elaborated flee sequence you added earlier on.
I understand those are beefy ideas, but these vids are so good, and the possibilities for you to go are so extensive. With the quality of games getting higher and higher, the expectation of AI gets greater and greater. I'm so excited to see how you keep building on these concepts, and would love to see you push the base templates to the absolute limits!
Once again fantastic videos! I wish you the best!
Thanks and blesses for this content!🫶
ОтветитьCan you show me how to set up a team, such as 2v2 or 3v3,AI of the same type can detect teammates without attacking them
ОтветитьThe reason the enemy jumps to their stomach if you don't add 250 is because the root of the capsule is at the center
You can add the capsule half-height instead of 250 so that the algorithm is adapted to all enemy sizes.
Cool tutorial ;)
ОтветитьThanks for making these tutorials, excellent work. Keep up the good job!
ОтветитьYou are doing some great work I have seen some of your videos. Will this setup work if there is more then 1 enemy
Ответитьsomething cool to add would be enemy's can tell other enemy's if they see the player
ОтветитьIs there an approach to this where it does not use Nav Mesh/Link as sometimes the enemy can trip up or be clunky on the nav mesh.
ОтветитьWow firs time see in tutorials jumping enemy ai
ОтветитьYou are really very genius! Amazing developer! Good job 👍!
Your AI is better than AAA game AI! You awesome person
Awesome! Thank you!
ОтветитьHi thanks a lot for the series bro, I have a request and hope you can cover. I want an AI targeting that same as MOBA games, example, an AI attacks a chair blueprint that's along his path and simulates physics when destroyed then AI goes back to its original path. Every tutorial covers AI attacking players so I find it hard to learn.
ОтветитьAmazing video! You explain things so clearly!
ОтветитьThanks for your hard work, you are amazing dude 🔥🔥
ОтветитьThank you a lot for the tutorials, I'm learning unreal and with your videos I learn a lot! There's a way that if I have questions I can ask you directly? Thanks once again, you are the best!
Ответитьyou are a king
ОтветитьNo joke was just trying to figure out how to make some creatures do a jump attack the last few days. I got something working but I bet this will help smooth it out. Thanks for all the amazing tutorials!
ОтветитьThis is perfect
ОтветитьWoot!
I was just going through your AI Series for a second time here today to really cement the information you have provided us to memory. I have pretty heavy ADHD, and it takes me 2 or 3 passes of practicing any skill, learning information, etc. To really set the skills in place. I'm quickly going through it again first thing next week, before diving into my own projects' AI.
Personally, I believe you have the best development practices for UE. Out of the several I've learned from on here and other platforms. Which allows for very dynamic and flexible gameplay design/development(which is critical for larger games). I've been looking forward to the next video in this series. And, now I have something to look forward to first thing tomorrow. I was so stoked to get the alert on my phone a minute ago, right after calling it a day.
Anyone reading this far. Thanks for the patience. Subscribe. Hit that notify, and give this man a like. If you can, help support through Patreon. This is exactly the content the newcomers(even those who've been around for a while) to Unreal Engine need.
(Note: I am not affiliated in any way, just a fan XD)
Peace, and great week/weekends to all.
❤❤❤❤
Ответить