Getting three animations working and sound with Near and radar bricks kind of broken

Using radar brick on a AI box

And I wanted one for the armature, I need more than one animation, one is walk and move around, and the other will be stationary.

So the radar brick is both useful for either to activate one or the other.

the sound will play, so footsteps, then the Ai will move, but the Armature won’t animate, that would work until the player gets near, and the walking animation switches on and sound with it.

The bricks are basic, so trying to get a few differnt tasks working, and once the AI box collides the AI is attacking which is straightforward animation.

Layer 0, 1, 2 for a total of three action bricks.

I don’t think I have done any more than one or two for this file in the game engine for animations.

I think I solved some of the brick program errors, but these animation bricks don’t run. One will work, and the other won’t load. Layer 0, or 1.

Everything else works as it should.

i am not export , but from what i remember . layer 0 doesn’t work as an actual layer , it works more like a universal layer another layer that is grater than 0 can overwrite it !
so maybe work with layer 1
also priority’s sometimes do some conflict with layers , so make sure the prioritys are not the same !

The both work with an Always.

So those bricks, near and Raday on the Armature don’t seem to detect the player.

What will make any or all animations work is Invert option on those Radar or Near brick. Doesn’t matter about a trigger distance.

Is the animation system a bit rubbish using bricks for too many, since I haven’t done this before, I am not sure what is going on, or the box or level is the problem? :face_with_diagonal_mouth:

you will understand better when you start with basic logics. Coz i don’t know if u really need a radar at this point

Attack is on the same layer than Walk (Layer 0 ) , but Attack has priority over Walk (because lower number over-rides higher number)

Use the same sensor , but just use an “And” and a “Or” … so the Walk will be the default Action but the Attack will over-ride the Walk when the player is between 2 and 3 meter range . (If you want , you can even try and replace the “Or” with a “Nand”)

Try it because i didn’t test . And if it works, then you can start to make it more complex with more animations

you didnt did what i posted. You use 2 sensors and your actions are not on the same Layer…

Can you clearly write how u want your monster to behave ? I will make it , test it and show it

Well, i did this

First of all, ensure that your player (here Red monkey head) has this activated , otherwise it will not be detected by Near Sensor

Now, you can have this logics working on your monster (here, its my blue box) … u dont even have to put them on different Layers or give a Priority … because the 2 events are perfectly mutually exclusive (so no over-lapping cases) , no need to over-ride 1 action by another

Well my example works ! If you replicate it , it will work too. I don’t understand why u don’t follow my logic settings and keep wonder why it doesnt work … :face_with_spiral_eyes: Do u even see that you have 2 Near sensors ?? Can u tell me what your monster is supposed to do around 1.75 Distance??

Do you understand what the “Invert” option does or you just test stuff randomly without having a single clue on what u doing ? Bro, you cannot keep doing stuff like that. :grimacing:

(btw I dont know why, but the video i posted seems broken)

But here it is…

you basically ignore what i wrote, what i did … you keep answering randomly , posting videos without commenting if you get what u want or showing a bug… , you have no idea what u doing or even what u wanting

Conversation with you is a total mess. I tried to help u many times, but this will be last . Bye

The example you gave can work for two animations, what about a third?

:rofl: Just cracking up here.

After all those years dude .. you have 2 sensors being exactely the same .. you will never progress if you don’t get the basics :face_with_spiral_eyes: Ofc actuator Action.001 will overide Action everytime :open_mouth:

yes, keep try stuff randomly, one day it will work :roll_eyes:

Just write down what you want to do precisely .. it will be more productive