This video shows, a object I tried it works for animation to switch on, but the cube which has the bricks to find the player, it just remains static or moves around a near brick didn’t make it work better than radar, the cube has worked with other model objects, a skull, a skeleton even half of one, and another object I had already made years back, the only difference is, this model is more larger in size, and has many faces. I tried different physic type for the model, so character, static, and dynamic. Some of them just the object flying away.
i cant seem to understand what is going on ?
from the video , should that monster track thy player ?
The AI should follow the player like any of the other AI. For what ever reason, perhaps due to the complex object, it may not work the same way. I did setup the armature, as the person who created it for the game engine, never did setup one.
I once added my own rubbish model, as character, it also flew away. It may of been because it was uneven and took up more memory in the blender system.
your skeleton models, character mesh, must be without physics - otherwise internal collisions will cause your model to fly off the stage due to the impact of dynamic versus static physics collision physics, in order for everything to work you need a dynamic type of hitbox to which you attach the armature, if you need complex hitboxes to register hits, create static cubes with the ghost physics type, attach these hitboxes to the desired bones of the model, then it will be possible to register hits on the head, arms, legs and torso. The second is character navigation - you need to create a navigation mesh either automatically or manually and recalculate the grid index in the physics settings - if there are inverted polygons, your actor will not be able to calculate the paths using navmesh and will stand still, check the target in the steering actuator, and the mesh used for navigation, if everything is set correctly and the problem remains you have a logical error, the signal from the sensors simply does not arrive at the actuator
Exactly what I have setup.
It was the box, what worked for the other small objects didn’t work for this. I had to rotate it so that the side, was the front, so the radar would find the player facing the front.
do you apply transformations of an object when you rotate, scale it?, it is usually enough to change the axis of direction in the sensors so that the radar or beam looks in the same direction as the character, from your message I can not quite understand if the problem remains? or is it solved?
I rotated it, and it seemed to work in the end. I don’t know now. Old topic. Thanks.