I baked my navmesh on the floor. I added components to the NPC character: NavMeshIntegration( from AC), which adds NavMeshAgent( AC).
I created a Path, the icon with the curve, and i created nodes where i want them. But i have no idea how to assign the path to the NPC. Since i made the character into a NPC there's a component called Paths but it has nothing in it, no fields, no slots. I don't know what it is for. I opened the CS file in Visual studio ther's a description that this component stores a series of nodes for the character. mmmm, that's interesting because how it can store them if it doesn't have any slots or frields to put the path i created.
Well now my NPC all it does is do jitter movement, and later if my player tries to bump it it moves away becausee i have the OPTION to avoid player, but then it starts walking in place. That's my progress.
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Comments
You can make the NPC move along a Path with the Character: Move along Path Action. Place this in your Scene Manager's "On start" cutscene for this to happen when the scene begins.
You also do not need the NavMesh Agent / NavMesh Agent Integration components. These cause the character to rely on an Agent to move, but AC's built in motion will still work with a NavMesh.
That worked great however, i have alittle not understanding. because there's only one slot in the Scene manager "on Start". What if you want more than one NPC walking around the scene?, yuo can't make their own paths and make a Charracter Move along Path action and place in Scene manager's On Start cut scene because
there only one slot.
By the way what does CUT SCENE mean? I thought it meant some scene apart from the main game , where in the games they may use higher quality models and make some cinematic stuff. But what does it mean in AC? because you told me to put my character move along path action in Scene manager On Start cutscene. But that scene with npcs walking around is just regular game play scene.
I don't understand difference between game scene and cutscene.
Create a new Cutscene from the "Logic" section at the bottom of the Scene Manager, and then attach to it AC's ActionList Starter component. In that component, check Run on scene start? to have it run when the scene begins. That'll then run without the need for it to be in the Scene Manager's "On Start" field.
A Cutscene in AC refers to a chain of Actions that - by default - prevent regular gameplay (i.e. player movement and interacions) while it runs. This'll be the case if you check Wait until finish? in the above-mentioned Character: Move along Path Action, because the Action will wait for the NPC to reach the end of the path before ending.
To have a Cutscene object run without blocking gameplay, go to its Properties tab at the top of its Inspector and set its When running field to Run In Background. That'll prevent it from interfering with gameplay while it runs.
More details on this can be found in the Manual's "Background logic" chapter.