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Martin (Dragonsan)

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Posts posted by Martin (Dragonsan)

  1. On 9/7/2022 at 11:25 AM, injerto said:

    I've read a lot of the documentation, but still haven't found how to script a boss fight that, for instance, spawns things (like animated 3d models) on the area that hit players, say things, enter to different phases, etc.

    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.

    On 9/7/2022 at 11:25 AM, injerto said:

    Or how to do a cinematic that happens when players enter an instanced dungeon. Or that when the player approaches a zone in a dungeon, the enemies come running to them from point A to their respective final positions in which they're going to stand during the fight.

    As for the cinematic, you would have to handle it by yourself, but it would be client side only.

     

  2. 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.

  3. On 6/27/2022 at 12:04 AM, Cold said:

    I have an ability that has a stun effect. 

    If I cast the ability on a mob, the stun works.

    If I cast the ability on a player, the stun works.

    If a mob casts the ability on a player, the stun doesn't work.

    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

  4. 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.

  5. 11 hours ago, Recon said:

    Congrats Martin on release!!  Prolly the best version you guys released yet.  ( to bad I don't use Atavism anymore since I retired and my current work is in Unreal, I still watch how this is progressing. So, I wish it the best!     

     

    This version, is a huge step up for users! 

     

    Nice work.

    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.

  6. 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 :)

  7. 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.

  8. 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.

  9. 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

    unknown.png

    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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