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Martin (Dragonsan)

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Everything posted by Martin (Dragonsan)

  1. There is no special logic for bosses. They are treated like other mobs, and currently there is only a simple AI which will aggro mob if you will enter aggro range, or if you will attack the mob. You can also define something like linked aggro, where one aggroed mob can aggro other friendly mobs within specific distance. Mob can also use different abilities based on its own statistics, like if the health will drop below some level then the mob will start using another ability, and currently you can define up to 3 such levels. Information about it you can find on the wiki https://unity.wiki.atavismonline.com/project/mobs-plugin/ We are working on the much better and more sophisticated AI that will be part of the Atavism X.7, where you will be able to define behaviors with more conditions, like if number of friendly targets will be <> than the value or number of enemies will be <> than the value, etc. as well as within behaviors you will have fleeing, melee, ranged offensive, ranged defensive, defend and heal behaviors, and each behavior will have its own settings, and mob will be able to switch between these behaviors based on conditions. Like, if health is more than 90%, and there are fewer enemies than 3, then mob will use melee behavior, and if more players will come, like more enemies for the mob, then the mob can start using more powerful melee abilities, or use ranged ones and start fleeing and summoning other mobs during the road. As for the cinematic, you would have to handle it by yourself, but it would be client side only.
  2. I believe we are using one link in all pages, which is https://discord.gg/z95htJA Can you tell me which link doesn't work for you and where did you get it, so we coulda update it?
  3. It's because stats shouldn't be negative, and there weren't handle properly before, so if you had a damage with negative value, then you would start to heal the enemy, so it wouldn't work as it should. These things are not hard, but keep in mind that Atavism has over 400k lines of code right now and there are a lot of things that could be improved. Like in any MMO there is always room to improve, multiply it by X where Atavism is designed with the most configurability in mind and not for a specific game and logic.
  4. It was implemented in some areas but not for stats for items. At least not on the side of the editor, although we are testing this in our environment.
  5. Have you resolved your server issue? I'm wondering if it was related to some incompleted installation tasks or maybe some hardware issues.
  6. Based on your description, it seems that you were disconnected and remained in the world. Can you provide details like your server hardware specification (CPU, RAM), and if possible record a short video that would show the issue?
  7. Ensure that the prefab server on your server is running and also if the prefab server port is open and accessible, by default it's 5566 TCP.
  8. Based on this one sentence it's hard to guess what is the issue, but I can try haha Probably your player's prefab is not in the Assets/Resources directory and Unity cannot load it, or you are trying to load new model for your old character while the model path is saved during character creation.
  9. Hello Anthony, we have no ETA yet. It's going slower than we expected, but constantly forward and our second team is working on it on a daily basis.
  10. UMA setup is as simple as importing packages in specific order described in this documentation https://unity.wiki.atavismonline.com/project/uma-integration/ Have you seen it?
  11. Depending on the ability type it can miss. By default it's 5%, so effectively it could miss few times in a row. Server restarts shouldn't affect any of these. There is no difference in logic if the entity is a mob or a player, for the server it's just an OID
  12. Here you can find information on how to set a new race and hair for UMA https://unity.wiki.atavismonline.com/project/setting-up-new-uma-race/ It's an example that can be further extended by other UMA elements like beards, etc.
  13. I understand, but even if we would like to, we are unable to support such old versions. We are releasing 2-3 major releases yearly, so it's already more than 10 major versions behind. What I can recommend you is to grab a free trial and check the newest version if it will work ok on your PC, if so, and this is the only obstacle, then you can upgrade the license. I think it should work the same or even better, of course, it all depends on the scene you will be using for the demo as this also has been changed a lot in Atavism.
  14. Welcome back. 2.7 is like extremely old, it's from November 2017. If it's possible, update it to the newest one. I'm not sure what Atavism version are you using and if it would work, but both Atavism and UMA changed a lot during these years.
  15. Thank you, who knows maybe at some point you will come back with another project on Unity, or maybe you will jump in into the Atavism for Unreal Best wishes with your project.
  16. Guilds are available out of the box, where you can define various parameters like a maximum number of guild members, guild storage, and guild levels with upgrades as well as permissions, rooster, message of the day, and more. https://unity.wiki.atavismonline.com/project/guilds-plugin/
  17. Atavism is server authoritative and you can use many packages on the client-side, but not the ones that would have to interact with the server, like the Behavior Designer, as it would have to modify AI and mobs/NPCs behavior. In this case, you would have to code it in Java as the server is written in Java. Of course, I'm not aware of the game design that you would want to build, but if may I, I would recommend you to check the elements that you want to implement in your game, then check what is available out of the box In Atavism, and then think or ask how to implement other things or where to start. This way, you may find that majority of your game can be done without changing anything, but of course, it's just a suggestion as I would do it this way
  18. We modified this element in the 10.6 version.
  19. I think we resolved this on discord and it was related to the incorrect IP settings, but let me know if not.
  20. We are making progress, and the project is being developed on a daily basis. From UE 4.24 and Atavism 10.1 we moved to UE 4.27 and Atavism 10.5. We will share more information once and showcase once it will be closer to the release.
  21. Just as I remember it's adding this percentage in addition to the percentage that is set in the respawn setting, so if you set it to 50%, and by default after the respawn you have 50% as well, then it's 100% in total. The default respawn value is set in the stats module for each vitality stat separately.
  22. Have you tried to rebuild Asset Bundles? Unity claiming that they are compatible between versions, but we found that that Unity 2021.x crashed frequently if asset bundles are built within older version. Here you can find information on how to do this Then copy asset bundle file from your project directory/AssetBundles, into the project directory/Assets/StreamingAssets one, and then enter the runtime again and see if that will help
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