General http://support.rivaltheory.com/vanilla/index.php?p=/categories/general/feed.rss Tue, 14 Feb 12 18:03:26 -0700 General en-CA How do I ask an Agent if he's reached his close enough distance to his PathManager's move target? http://support.rivaltheory.com/vanilla/index.php?p=/discussion/227/how-do-i-ask-an-agent-if-hes-reached-his-close-enough-distance-to-his-pathmanagers-move-targets Thu, 09 Feb 2022 11:00:51 -0700 jcrouch 227@/vanilla/index.php?p=/discussions
PathManager pathMan = gameObject.GetComponent().Agent.PathManager;
Vector3 dirToTarget = pathMan.moveTarget.TransformTarget.transform.position - gameObject.transform.position;
if ( dirToTarget.magnitude <= pathMan.closeEnoughDistance ) {<br />// we made it!
}

however, we never make it. The agent stops slightly before the close enough distance. (for example: my C.E.D. is 0.1 but the dirToTarget.magnitude is 0.233f).

Is there a handy callback or otherway to identify when the agent gets to his target location and stops?

Also, I tried placing the code above in a [code][/code] to no avail. Mind mentioning the correct syntax?]]>
Activating/Running AI Behavior Tree http://support.rivaltheory.com/vanilla/index.php?p=/discussion/219/activatingrunning-ai-behavior-tree Thu, 02 Feb 2023 02:27:00 -0700 imranhoshimi 219@/vanilla/index.php?p=/discussions
I have setup a basic behavior tree mind with behavior tree and seq node and action nodes in it. Now how can I activate/run it to do my logic which I wrote in classes which I mentioned in action nodes?

Things I have tried.

1) BTActivationManager
my code runs inside InitBehavior and PreAction inside my derived BTActivationManager class but how to activate the behavior tree now so that my code runs inside the derived Action class referenced in the action nodes in tree. i.e. in Start, Execute, Stop

Help needed.

Imran Hashmi,
Dubai Police
]]>
Does rain support moving platforms http://support.rivaltheory.com/vanilla/index.php?p=/discussion/192/does-rain-support-moving-platforms Mon, 12 Dec 2022 03:03:01 -0700 CapelaGames 192@/vanilla/index.php?p=/discussions Generate NavGrid at runtime? http://support.rivaltheory.com/vanilla/index.php?p=/discussion/180/generate-navgrid-at-runtimes Sun, 20 Nov 2022 16:57:31 -0700 austin 180@/vanilla/index.php?p=/discussions Does Rain work with Terrain 4 Mobile http://support.rivaltheory.com/vanilla/index.php?p=/discussion/178/does-rain-work-with-terrain-4-mobile Wed, 16 Nov 2022 10:26:08 -0700 DavidRivera 178@/vanilla/index.php?p=/discussions
I'm working on iPhone/iPad (and at a later date Android) game. Rain{One} looks like a good solution for our game, however, I have a few questions.

1. Will Rain work with Terrain 4 Mobile (particularly with uneven terrain)?

2. Will Rain work with a Mesh (there are instances where I use a mesh as a terrain)?

I looked at your tutorials and I am really impressed, but there are always limitation in what you can do on a mobile platform, and I need mobs to chase my character thru an uneven landscape.

Thanks,
Dave]]>
Use for vehicle AI? http://support.rivaltheory.com/vanilla/index.php?p=/discussion/93/use-for-vehicle-ais Mon, 12 Sep 2022 20:05:22 -0700 flahertyj 93@/vanilla/index.php?p=/discussions
Also, I am using physics dynamics (forces) to move the vehicles, not just adjusting the position

Would RainOne be a good solution for this? If so, could I get a link showing this?

Thanks in advance,
-John F.]]>
Using RainOne tool in game mode http://support.rivaltheory.com/vanilla/index.php?p=/discussion/96/using-rainone-tool-in-game-mode Tue, 13 Sep 2022 20:55:13 -0700 flahertyj 96@/vanilla/index.php?p=/discussions
Thanks in advance,
-John Flaherty]]>
Tutorials? http://support.rivaltheory.com/vanilla/index.php?p=/discussion/91/tutorialss Sun, 11 Sep 2022 21:53:31 -0700 klokker 91@/vanilla/index.php?p=/discussions gob and the tree-editor...and from what i can see ,the tutorials are behind RAIN 1.041.

regards Ahrens]]>
Do RAIN supports IOS? http://support.rivaltheory.com/vanilla/index.php?p=/discussion/7/do-rain-supports-ioss- Fri, 22 Jul 2022 12:25:25 -0700 cremean 7@/vanilla/index.php?p=/discussions RAIN integration with Mixamo Animation http://support.rivaltheory.com/vanilla/index.php?p=/discussion/24/rain-integration-with-mixamo-animation Wed, 27 Jul 2022 14:40:28 -0700 dilbertian 24@/vanilla/index.php?p=/discussions ]]> Dynamic waypoints and navmesh http://support.rivaltheory.com/vanilla/index.php?p=/discussion/19/dynamic-waypoints-and-navmesh Mon, 25 Jul 2022 18:28:28 -0700 dkoontz 19@/vanilla/index.php?p=/discussions
1. Can waypoint placement and navmesh generation be done programatically and at runtime?
2. If I don't have information about the complete path between two points (I have dynamically placed cities), can Rain {One} generate a path based soley on a ground plane mesh? Specifically I have a plane that is my water surface (navigable), and the terrain is the non-navigable area of land. Currently I raycast to create a 100x100 grid of navigable/non-navigable points and use A* to generate a path around them.
3. Can I weight areas of my navmesh to give them a higher cost. I want ships to stay some distance away from the coastline instead of hugging it as closely as possible on turns.]]>
documentation questions http://support.rivaltheory.com/vanilla/index.php?p=/discussion/36/documentation-questions Sat, 06 Aug 2022 13:54:16 -0700 nab477 36@/vanilla/index.php?p=/discussions I'd like to begin by saying that I like everything I saw so far of Rain{one}.
& sadly, I still didn't buy it, but I've been reading the documentation so far, & I have a few questions
(I'll buy the plugin & try the different features, so some of these questions may be obvious for current owners)

anyway, on to the questions.
1) I noticed that in the documentation there's no mention of how to use the "Goal Action Mind", is this feature ready for use & lacks documentation ? or is it a planned feature ?

2) in the behavior trees, does the root node get called again after the full tree have been traversed ? or does it stop executing ?

3) for the node , attribute "tiebreaker" it states in the manual that it's used to reach a decision in case "succeed" & "fail" were both set to any & got a conflict because of that.
my question is what about if both were set to "all" & got triggered.
(I thought about it as there might be 2 possibilities, & therefore I'm asking about it & recommed you put the answer in the documentation (p.33) cause assumption is not something anybody should do while designing an A.I. behavior)
will it do:
a) count how many were successful & how many failed & return the one with higher count
b) return the result in the attribute "tiebreaker"

edit:
4) Steering behaviors are not mentioned in the documentation at all (or the video tutorials), I only read about them in another post (& maybe in the features page), any chance to explain what they are & when to use them in the near future ? (preferably, they should be added to the manual, even as a reference)

thanks]]>
Framework questions http://support.rivaltheory.com/vanilla/index.php?p=/discussion/37/framework-questions Sat, 06 Aug 2022 14:05:58 -0700 nab477 37@/vanilla/index.php?p=/discussions I'm new to implementing A.I., & I intend to create small bits of A.I. based on known games to get familiar with the different approaches & to gain experience on how to implement my own A.I. depending on current projects.
so, I'd like to start by apologizing if the questions don't seem related (as part of only 1 game)

1) can I use a custom collider for the sensor ?
example: the sight range in Commandoes games & Metal gear solid, it's always triangle shaped & not box collider (with the tip being the eyes of the enemy)
so, I'm thinking that this can be implemented with a triangle mesh (with height) that has a mesh collider with "convex" set to true, but does the framework allow me to use the mesh/convex collider ?

2) along with GoTo(Y) in the path finding, is there a way to GetDistance(Y) first ?
example: if i have a character in Point X & he wants to go to the kitchen, but i have 2 kitchens at points Y, Z.
how do i determine which one has less walking distance ?
note: there's always the possibility that the closer one has a longer path to get to !!

3) in RTS games, when a group moves to the same point, will they avoid colliding with each other ? & will they stop near the point ?
note: I seem to remember some games giving each a group member a different point near the target, so I'm assuming that I'd have to do that part manually. (but I'd like to confirm)]]>
Grafical Editor? http://support.rivaltheory.com/vanilla/index.php?p=/discussion/47/grafical-editors Tue, 09 Aug 2022 23:11:08 -0700 klokker 47@/vanilla/index.php?p=/discussions or if IM going to wait for while yet,because im not the big programmer and im really looking forward to use this tool proberly

regards Ahrens]]>
Is this AI suitable for a specific control setup. http://support.rivaltheory.com/vanilla/index.php?p=/discussion/16/is-this-ai-suitable-for-a-specific-control-setup. Mon, 25 Jul 2022 09:23:43 -0700 runonthespot 16@/vanilla/index.php?p=/discussions
My question is, are the AI controller parts of your setup easy to customize, as I'm interested in the behavioural aspects of your system, but want my enemy AI to be operating under the same constraints that the player would have in terms of controlling the ship. Direct manipulation of the rigidbody for example, would not be suitable unless it could be manipulating the same controls that button-presses would manipulate.

Is this a suitable solution for that kind of customization, or would I be better off writing it myself?
]]>
License question http://support.rivaltheory.com/vanilla/index.php?p=/discussion/29/license-question Mon, 01 Aug 2022 12:30:03 -0700 jaren 29@/vanilla/index.php?p=/discussions RAIN{one} Released!!! http://support.rivaltheory.com/vanilla/index.php?p=/discussion/2/rainone-released Thu, 21 Jul 2022 15:46:33 -0700 prime 2@/vanilla/index.php?p=/discussions Performance Question http://support.rivaltheory.com/vanilla/index.php?p=/discussion/21/performance-question Mon, 25 Jul 2022 21:55:39 -0700 schneebly 21@/vanilla/index.php?p=/discussions
Also side question ... Is the 100$ price firm or is that an early adopter price that will go up at a later time?

Sorry if these questions were answered already somewhere else. Thanx!
]]>
AI LOD? http://support.rivaltheory.com/vanilla/index.php?p=/discussion/23/ai-lods Tue, 26 Jul 2022 18:07:55 -0700 cremean 23@/vanilla/index.php?p=/discussions I have several branches of behavior tree, when player is close to the AI controlled NPC, I want both branches executed;When player os far away from the NPC I want only limited or none of the branches executed to save some performance.

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Is there beta program available? http://support.rivaltheory.com/vanilla/index.php?p=/discussion/4/is-there-beta-program-availables Thu, 21 Jul 2022 22:21:47 -0700 cremean 4@/vanilla/index.php?p=/discussions FSM (Finite state machine) support? http://support.rivaltheory.com/vanilla/index.php?p=/discussion/5/fsm-finite-state-machine-supports Thu, 21 Jul 2022 22:48:06 -0700 cremean 5@/vanilla/index.php?p=/discussions
Thanks.]]>
BehaviorTree Editor? http://support.rivaltheory.com/vanilla/index.php?p=/discussion/3/behaviortree-editors Thu, 21 Jul 2022 22:18:30 -0700 cremean 3@/vanilla/index.php?p=/discussions