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TianWolf

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  1. Awesome! I'm going through everything now, but wanted to thank everyone more responding first.
  2. I'm thinking I'm going to need some sort of height map to decide where the water would pool up, and also something for ripples for when the rain hits. I don't have much experience, and I'm practicing writing a normal shader right now. If there any suggestions about learning shaders that would be helpful for this one, that would be really helpful.
  3. I have just started learning how to write shaders, and written a few simple ones (Diffuse specular etc). But I still don't have the skills to reach my original goal of writing a wet/rain shader. If anyone can point me in the right direction that'd be great. Working in Unity3d BTW.
  4. Thanks, but I don't really know how to do springs. Is there a good tutorial for this stuff?
  5. I want to get into Soft Body Physics, and want to know a good place to begin. I've read up on C++ and Lua but, only have experience on Unityscript and C# as well as a small amount of Java.
  6. Unity

    Thanks a buch, this helped a lot.
  7. Unity

    There are two actions under the attack sequence. One gets in range by sending the player position to the pathfinding component. The just ends the game, for now. Action 1 will succeed when close enough to the player. Action 2 never actually succeeds because it ends the game. Using the debugger, it is apparent that Action 1 does not succeed the first time it is in range (it never goes to action 2). Instead what happens is the AI will see the player which satisfies the condition for the decorator that is connected to our problematic sequence. It'll go to the player, even bumping into him (as seen in video). The player goes past our enemy character which also makes him leave the AI's line of sight. The AI turns around (because of hearing) and sees the player again which means it is now using the same branch as earlier, the debugger confirms this, but this time everything works as it should. The AI catches up to the player and ends the game once close enough. I realized a picture of the tree would be pretty helpful: http://i.imgur.com/45ayM.png
  8. Unity

    I realize there isn't much to go on so I made a video. There is no sound but it should still help. http://www.livestream.com/TianWolf/video?clipId=pla_cff0d67c-2a97-412b-a598-dda6f76e1622&utm_source=lslibrary&utm_medium=ui-thumb
  9. Hello, I've making AI for a game. But there's this weird thing that happens when the player passes the while it faces the opposite direction the player is facing, sorta like cars passing each other on a two way street but one is stationary. What happens is the AI will veer into the players lane (keeping the car analogy), but past the player so that it is behind him. The AI will then turn to face the player, who is walking away from the AI, catch up, get within killing distance and game over. What makes that weird is that the AI should be within killing distance even before moving behind the player. Any ideas on why this might happen? I am using: Unity Behave behavior tree utility Aron Granberg's A* pathfinding project
  10. Hello, I have been working on AI for a game that used behavior trees and an A* pathfinding system. I've run into a problem where the AI wanders around. It seems that the pathfinding isn't responding quick enough to follow a moving player it works fine when the is given the position of the player, but when it can only follow when it can see the player then it just can keep up. What are some solutions to this.