under the AI controller>AI, uncheck "set control rotation from pawn orientation" This allows you to use "set controller rotation" to change the rotation of the character. It also wont cause any wonky rotations when the character chases the player.
@jmartian6426 Жыл бұрын
Good catch, it's always just a tickbox you didn't notice that mess you up
@weitergeo Жыл бұрын
Not the best way to create a dependency like "PatrolPoint rotates the Patroller". Because if the Patroller will start to do another task, the PatrolPoint will still be rotating the Patroller. It would be better to create a separate BTTask for the Patroller to check the PatrolPoint if it has an Arrow and then rotate. This way it's going to be much easier to abort it.
@lmbits1047 Жыл бұрын
Did you get to do that yourself? I came back to this after someone posted a solution to my question but as you mentioned the problem is the patrol point taking care of the character rotation which can't be aborted. At least I don't know how to return the character rotation back to normal. Any clue?
@weitergeo Жыл бұрын
@@lmbits1047as I mentioned before it would be better to cut the turn task from the patrol point and paste it in the patroller.
@o_privet_stream6597 Жыл бұрын
In Outcome "None" it is better to decrement Current Index because when NPC gonna chase us after the patrol path you will have errors.
@tbb19852 жыл бұрын
thank you so much. i use that in my game Tests. without you, i were not able to learn the AI
@cristobalthompson29322 жыл бұрын
Thanks a lot!! This is the reverse I was asking the last episode. Much appreciated 👍
@jamiebekyarovich Жыл бұрын
So when the task gets aborted the gate inside the BTTask_Patrol gets left open and continues to effect player rotation. This is what fixed it for me.. On "Event Receive Abort AI" use the Patroller variable reference "Current Patrol Point" and call the "On Patroller Exit" function. (You might also wanna check if the "Current Patrol Point" variable is valid first... and don't forget to "Finish Execute"! ) This will close that gate when aborted and rotation will return to normal.
@williamminnaar6311Ай бұрын
Hi there, thanks for this tutorial series. Can you do this with 1st person actor instead of 3rd person?
@alternation1 Жыл бұрын
Ryan does it again! This is Awesome, very well explained and adding the sequence near the end for adding additional customizations to the patrol path is much appreciated. Thank you!!
@7potato72 жыл бұрын
very high quality videos thanks for the tutorial
@lmbits10472 жыл бұрын
It seems that the rotation gets stuck when you activate the perception and he chases you. It happens if he sees you while waiting in an arrow rotation. He starts chasing you normally but suddenly you realize he is stuck in the latest rotation set by the tick event.
@karikakahuate Жыл бұрын
Did you find how to fix that? I am stuck with that part
@lmbits1047 Жыл бұрын
@@karikakahuate Haven't spent much time on it as I left it in case Ryan wanted to shed some light on the issue.
@blindphoenix Жыл бұрын
Found a fix that worked for me, hopefully if it works for you. in BTTask_Patrol, add abort that stops movement. nodes: event receive abort AI -> from owner controller pin drag out and select ''stop movement'' -> finish abort
@lmbits1047 Жыл бұрын
@@blindphoenix It's been a long time since I touched this project and I just did that but honestly I don't know what that aborts. To me it doesn't fix anything. The rotation remains stuck. The rotation happens in the patrol point and nothing to do with the Behavior Tree. It seems to me the rotation needs to be fixed somehow before he starts chasing you or it needs to be put somewhere else in order to abort that in the BT.
@jamiebekyarovich Жыл бұрын
@@lmbits1047 So when the task gets aborted the gate inside the BTTask_Patrol gets left open and continues to effect player rotation. This is what fixed it for me.. On "Event Receive Abort AI" use the Patroller variable reference and call the "On Patroller Exit" function inside the Patroller BP. This will close that gate when aborted and rotation will return to normal.
@stealthgamesaremyjam145 Жыл бұрын
I get to 10:00 in the video, but my AI walks over to the first patrol point and then stops and does nothing on all three PatrolPathOutcomes
@stealthgamesaremyjam145 Жыл бұрын
It Only works if I set my PathDirection to 1, but I didn't see Ryan set this value in the video.
@JasonSmith-pn6ch7 ай бұрын
Well, I didn't catch it either but your post saved me a ton of time, thanks.
@lyavial5062Ай бұрын
@@stealthgamesaremyjam145 thank you so much i had the same issue 🖤
@japanfigs80632 жыл бұрын
Thank you so much! I love your videos ^^
@MichealJacksonLegendАй бұрын
21:57 for myself when needing a reup
@Bukin-xz6sr6 ай бұрын
It could be better If you'll set character rotation through timer, not event tick, because event tick will always check is gate opened or not
@voltsm_2 жыл бұрын
Hey Ryan! Do you have any tutorials, either here or on your patreon, on how to make an in-game tutorial? Like a text on screen that says "press x to jump" that only goes aways when the player jumps etc.
@SamuelLua-m1p Жыл бұрын
How would I get an npc to preform certain animations based on the patrol point
@epsiloncore9772 Жыл бұрын
Hey anyone else having a problem where the NPC isn't rotating? I'm sure I followed all the instructions to the letter but the NPC isn't rotating.
@jamiebekyarovich Жыл бұрын
If you set your RInterp speed to 0 does it work for you? That should instantly turn your npc. Setting it to 2 or 3 didn't do anything for me
@ElikChan Жыл бұрын
@@jamiebekyarovich It helped me. Well thats odd, why is this? o: An instant rotation looks wrong, so I might remove the rotation completely.
@bubblysense8863 Жыл бұрын
I was having this same problem. I changed the NPC to wait at the points long enough so that the rotation animation would have time to execute and complete. If the NPC isn't set to wait long enough, it will continue on the patrol path without waiting to execute the rotation animation.
@ElikChan Жыл бұрын
@@bubblysense8863 Ooooh! This makes sense! Thank you.
@bubblysense8863 Жыл бұрын
You're welcome! Glad it helped.@@ElikChan
@heavenseek Жыл бұрын
What a nightmare...The good functionality of the last tutorial just got decimated and broken. The Arrow rotations have ruined things royally: Now the ai comes at us sideways, and there's NO fix in future tutorials. Even though he promises to fix it "in a minute" in Tutorial #9.
@blindphoenix Жыл бұрын
Found a fix that worked for me, hopefully if it works for you. in BTTask_Patrol, add abort that stops movement. nodes: event receive abort AI -> from owner controller pin drag out and select ''stop movement'' -> finish abort
@heavenseek Жыл бұрын
@@blindphoenix Thanks Very much! Well explained; I will try that !
@Iamookek3 ай бұрын
Set your enemy NPC's Orient Rotation to Movement - true.
@Iamookek3 ай бұрын
Did anybody figure out why that whence going from patrol to chase leads to strange rotation? I’ve tried the two suggestions in the comments but no success. Thanks in advance.
@Iamookek3 ай бұрын
Set your enemy NPC's Orient Rotation to Movement - true.
@asdfman70076 ай бұрын
Instead of using tick, you should just set the focal point of the character. then clear it in the on patroller exit function. Tick is yucky.
@Тайный_Господин Жыл бұрын
3:45
@OfficialStickmin3 ай бұрын
this breaks the hearing sense for mine
@glorymanheretosleep2 жыл бұрын
I, like so many, am waiting for you to fix the first game bugs...