Hi! I have a problem with Move Detection. I set up Move Detection with Sight, but the enemy can see me even if I have Raycast turned on. This is weird, because when I'm leaving only Move Detection with "Movement" option, enemy see me like with Sight. How is this happening? Everything was working fine with previous version, now Move AI with Detection is acting weird. Please for help!
Also, for the raycast line of sight check, make sure the layer setup is correct, e.g. only checking on layers that is used for things that can block view, e.g. the level architecture.
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But there is a problem with Sight. You see, I set EVERY walls as Default layer. But for some reason, Enemy just see me from everywhere and It doesn't matter that I'm hiding behind walls. Layers are fine, settings in Move Detection are fine too.
Here you Can see my Move Detection set ups - https://ibb.co/gRXrYth . I see now one more thing - enemy DON'T see me with Sight. He only see me when I'm very close to him. Oh and It doesn't matter if I check or uncheck "No Combatant Radius".
Might be that that just doesn't hit any collider.
Also, with that setup, the Movement will detect you in any case when moving faster than 3 world units per second.
Also, when using 'All' needed, is it no longer detecting anything or what's the issue?
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Yeah, I want my enemy to detect player when he moves faster than 3 world units per second + to detect through raycast (Sight).
When using "All" needed it's using only one Move Detection, not two and this is what I want. For example, I add another Move Detection based on Movement but with Additional Range Check at 20 range. It's not working. Same thing with Movement and Sight - when I'm using "All" needed, only Sight is working, but enemy ignores Movement speed.
Is there a way to go in to debug mode or something to see how raycast is looking? If it were possible, then I could see what raycast is hitting. Right now it's hard to say - every walls and models on scene have good layers and everything looks fine with them.
With One only one of them needs to detect the enemy - e.g. either being in sight or moving faster than 3 (even when not sight detected).
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But when there is Movement and Sight, enemy knows where Player is, even when I'm not moving or just walking (Player combatant walk speed is 1 but in Movement Detection I have "Minimum Speed 3" ). It's like "Raycast" is not working with Movement Detection. I mean - Movement Detection works, but when I'm closer to enemy, he is following me, like he's ignoring Sight. And now I set to "One", not "All".
E.g. check this part of the 3D Action RPG tutorials.
Basically, if the enemy's battle AI selects the player as a target, it'll also be used by the move AI to e.g. move to the player to get into use range for actions.
If you limit the battle AI to use detected targets, you can prevent this behaviour.
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Anyway, even in ORK 2, this works the same way and also uses the same nodes.
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But there is no "Check Move AI Target" node in ORK 2.
Latest ORK 2.34.0 definitely has them (just checked).
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