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useful for lead the captured personnel that flee from terrorist ( Counter Strike anyone? ) Their level of behave - Natural, Idle, Anonymous, Reaction, Searching, Alert, and Surrender ( I know there are Retreat and it is useful )ģ - Ally AI, an ally AI that follow player around with order follow/stop and reaction to attack or return fire at enemy AI or hold their fire. when you hurt them but out of their range, they just "search the area" instead of just stood stand still.
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I would like to see something add to AI behave like metal gear solid. it seem that this AI know there are path but unable to climb ( I don't mind about animation because there are Animation States in it, so I can add animation myself with "climb" trigger )Ģ - When you are out of AI reach ( example big boss ) you just shoot at them at very far, they don't action. Vision Punk, I just check your AI for UFPS beta, I found few stuff need to fix.ġ - When you try get solider to climb ladder, it just flying and loop there forever.
C SHARP METAL GEAR PLAYER BEHAVIOUR HOW TO
So I'm a bit stuck here and I dunno exactly how to fix the problem. I thought that it had something to do with the PlayReloadSound() method recursively calling vp_Timer.In(). I still have one problem though: the reload sound is not always played properly. I have managed to get the shotgun to work with my proprietary assets. So this can cause problems if an animation with a different name is used instead. But the name of the animation is hardscripted.
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It is not really visible at normal speed though, at least with the supplied shotgun and animations.Īnother potential problem is that the script reinits the 'firepump' animation at some point.
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It is visible with the sample shotgun and animations when triggering slomo: you can see that the shotgun shell is being interpolated during the crossfade and goes through the left hand. There is a bug in the script which uses Animation.CrossFade instead of Animation.Play when switching to the reloadfadeout animation in the case the reloading is aborted.Īs a result the reloadfadeout animation is not played correctly. I have also purchased the shotgun add on and I have been unable to make the reloading fully functionnal. I just need to make sure I assign the preset correctly, because I wont get the warning if I don't
C SHARP METAL GEAR PLAYER BEHAVIOUR CODE
The code was so much easier to understand back then, lol! (the code comments help tho)įor now I have just commented out the part where it checks the component type when you apply the text asset, and that seems to work. I am amazed at how far this system has come, because I bought it before you had the whole event system implemented. Sooooo, I guess my question is, What and where is the component type set (is it just by name?) and what does the ComponentType line need to be (or where is it set in script so I can set it manually) I found the error msg at line 687 in vp_PrestEditorGUIUtility, traced the state.TypeName back to vp_State, I went through vp_Component(and preset), and I went through vp_Weapon, but as far as I can tell, you just have "ComponentType" set to "Type" but you don't have a class that defines "Type" (or I completely missed it) I spent a few hours going through ALL the code, and i can not for the life of me figure out WHAT SETS THE COMPONENT TYPE!!!! Vp_fp "S" weapon? but the script name is vp_FPWeapon (no S). BUT there is one difference! When I tryed to add the preset, I returned "Error: The file 'WeaponSniperZoom' does not contain a preset of type 'vp_FPSWeapon'. I am having the same problem with making a zoom state preset with the vp_FPWeapon script.
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