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damh0503

Integrate Tactical Shooter AI to FPS kit

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1. Add this code on Ienumerator ApplyDamage in BulletScript.cs.

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2. Add this code on IEnumerator Go() in ExplosionScript.cs

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3. Replace this in TargetScript.cs

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4. Change Player layer to default, Click this object only.

5. Change Damage Method Name to ApplyDamage, and Hit Effect Tag to Enemy on TSA bullet prefabs. Also on TSA Explosion Prefabs

6. Change AI prefab Tag to Enemy, which have collider component. And Apply Prefab.

 

Noooww it's done.

 

+ You need to change TSA HealthScript.cs name, cuz it has same name as HealthScript.cs on FPS kit.

Edited by damh0503
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Does not work.

 

I am using fps kit 1.5 c#.

 

The agents won't move, I put the target script on my player. I baked the scene. Made sure the teams were different. 

Edited by Seabass121
I did not tell you how it does not work.

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Any error message on console?

Remove target script on player and test it.

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Still no luck. I have been able to kill it, I can't figure out why it can't move. I may have skipped over some of your steps.

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Edited by Seabass121

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Hello,

I have one error : ParagonAI.HealScript does not contain definition for : PlayerDamage and no extesion method 

I have the last version of FPS Kit

Someone can help me to resolve this error please ?

thanks .

 

Edited by HungerWind

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Assets/Tactical Shooter AI/Tactical AI/Csharp/AI Behaviour Scripts/TargetScript.cs(500,65): error CS1061: Type `TacticalAI.HealthScript' does not contain a definition for `PlayerDamage' and no extension method `PlayerDamage' of type `TacticalAI.HealthScript' could be found (are you missing a using directive or an assembly reference?)

 

 

 

what I missed?

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Posted (edited)

Yes please someone update this..

 

Update:

Figured it out..

All you need to do is change this

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to

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enjoy.. =)

 

Edited by metaldc4life

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