Your videos are great, for their content and for how they're edited - very lean and to the point. Thanks for putting the extra time in!
@TicToxicStudios
3 ай бұрын
Thank you for the feedback! It’s a hard line to walk when trying to balance between “to the point” and “too fast to follow”. I’m glad the pace works for you and thank you for telling me! I hope I can keep the flow in my future videos and keep making them useful. All I can hope for is to make each video a little better than the last. Thanks for watching!
@etudenc
3 ай бұрын
@@TicToxicStudios looking forward to more content - already subscribed and will pass along the good word!
@Daronchic
3 ай бұрын
Hey man, thanks for the lesson! You explain things better than many channels with millions of subscribers! It would be awesome to see a video from you about the EQS
@TicToxicStudios
3 ай бұрын
Thanks for the feedback. EQS is definitely on my to do list. I just need to work through it so that I can explain it the best way possible!
@WAR_1933
6 ай бұрын
Hey this is a great topic to cover many people just gloss over AI details. However you break everything down and make it easy for people that are new to UE5 to grasp.
@TicToxicStudios
6 ай бұрын
Thank you for the kind words! I’m hoping this series helps new developers (and veteran ones) more understand how and why everything works over just being shown one more example.
@WAR_1933
6 ай бұрын
very true I look forward to more of your content you make solid work@@TicToxicStudios
@Zer0tw0ii
3 ай бұрын
Great tutorial i really like how you explain things!! hope you make more videos like this but with sound detection and more AI things to make the ULTIMIT AI smarter then my friends haha
@TicToxicStudios
3 ай бұрын
Glad you found this helpful! I could go forever just talking about AI and behavior trees, the more time you spend adding branches, the more lifelike they become. I will CERTAINLY go back and add more to these AI systems including sound detection along with a system to randomize tasks to make them more lifelike. Thanks for watching!
@Jesters-Jinx
6 ай бұрын
Awesome. This is so good. A second follow up for hearing would be great. Maybe explain how stealthy tactics could be used?
@TicToxicStudios
6 ай бұрын
This is a great suggestion! This would pair well with crouching the player and controlling noise levels. Also external stimuli that make noise, like throwing a pebble to distract them or knocking a bottle over. Thank you for the feedback!
@Jesters-Jinx
6 ай бұрын
@@TicToxicStudios that all would be awesome. I was thinking the whole time how I could do those. I think I could figure out smell for animals (putting together a action survival shooter like farcry) but sound seems a little more advanced.
@TicToxicStudios
6 ай бұрын
@Jesters-Jinx Smell could become very challenging since there isn't an AI perception already built in. I imagine a system like Red Dead Redemption 2 would be fun to build, but would be hard. I don't know if I would cover that in the future due to the potential complexity. (It could be easy... never tried it) I'd have to play around when I start on the ai sound part. Another great idea!
@johnterpack3940
2 ай бұрын
If it's this easy to make NPCs that don't have x-ray vision, why have I never seen it in a game? That's one of my big gripes with games. I hate when they use "external" information to cheat. Like bandits that only show up when you have gold in your pocket. About the only improvement I can think of is that the NPCs really shouldn't stop where they lost sight of you. In a real chase the pursuer would usually have some clue as to which way you went. Especially in a closed course like this where there is only one way to go. This kind of feels like, "I don't know, boss. He just disappeared, so I quit chasing." How might you tweak it to change viewing distance based on conditions? Fog, rain, low light, etc.
@TicToxicStudios
2 ай бұрын
Thank you for the feedback! Oddly, the more "real" you make your ai in a game ... the more gamers complain. I think there is a certain level of "NPCness" that the player expects from AI. It's almost EXPECTED that an enemy stop looking for the player fairly quickly, otherwise the player feels like the AI is too hard. Sometimes, a well made NPC is bent to the will of the paying players. For limited conditions, you could shorten the vision distance or make it more narrow. You could also add a SECOND sight component that is wider and have that be the "I think I saw something" vision and you the one in the example as a "A-HA! I found you!" vison. Thank you for watching and the great question!
@johnterpack3940
2 ай бұрын
@@TicToxicStudios Kind of funny that they don't want smart NPCs, but they do want multiplayer. Though I guess it is fairly easy to make an NPC that's smarter than the average gamer. Heh. So basically create a "visibility" variable that gets set based on ambient conditions. And that variable then modifies the sight range. My main goal isn't to make hugely popular games. I want to make games that I want to play. And I figure others share my tastes as well. Sure, it'd be great to make the Next Big Thing. But I'd be content if I could just pay a few bills with it.
@user-ny2by6xo1w
6 ай бұрын
I have a query about nav bounds mesh. Can you make multiple navigation bounds and have them variable and particular. i.e. an example to try explain is (you have a villager who you want to walk around a town and maybe forage but you don't want them walking to the other side of the map and into a enemy camp. But a soldier you would possibly want them too.) Hope this makes sense. I am going to follow your tuts, personally you teaching style works for me👍
@TicToxicStudios
6 ай бұрын
This is an absolutely brilliant question! In unreal engine 4, this was a built in function. But it was SUPER performance heavy and wasn’t used. They got rid of it in UE5. Honestly, I hadn’t tried to find a solution. I will give it some time to try to find a solution and post a quick video about it when I come up with an answer! Thanks for the question and feedback!
@TicToxicStudios
6 ай бұрын
@user-ny2by6xo1w This question haunted me all day! I ended up making a video that I will edit in a day or two about this. Long story short, I couldn't find a way to use nav meshes easily. BUT I did find a lightweight way to do it. I'll post the solution soon!
@williamquaresma2529
6 ай бұрын
how can i make a wall block his line of sight or hear noise behind a wall? i think that this would be a good part 3
@TicToxicStudios
6 ай бұрын
If that wall has visibility collision enabled (on by default in the blockall preset) the NPC shouldn’t be able to see through it.
@projectportal7284
3 ай бұрын
I pressed apostrophe and tried pressing 1, 2 and 4 but nothing happened. Am I meant to press something before hand?
@TicToxicStudios
3 ай бұрын
I’m sorry to hear that it isn’t working for you. There are many possible problems from possibly your key bindings are different to you are accidentally pushing comma instead to maybe you missed a step or have the nav mesh modifier instead of a nav mesh, or anything in between. Thank you for watching and I hope you solve the issue!
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