UFPS Enemies "Die" instanly.

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gheregames
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Joined: Fri Jul 22, 2016 9:13 am

UFPS Enemies "Die" instanly.

Post by gheregames »

I'm using UFPS with Dialogue System and ICE creature controller. I want the enemies to take multiple hits/damage before they die and update the quest tracker variable.

Currently, I have the ICE UFPS adapter on the enemies and the Dialogue System on Die on the enemies. They take one hit and the quest tracker variable is incremented, but the enemies still take a few more hits to kill.

I'm wanting them to take more damage like they are now, but not updating the quest variable until they actually have taken enough damage to die.

Do you have any information on integrating ICE with Dialogue System?

Thank you,
David
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Tony Li
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Joined: Thu Jul 18, 2013 1:27 pm

Re: UFPS Enemies "Die" instanly.

Post by Tony Li »

Hi David,

I'll look into this and reply back here later today.
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Tony Li
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Re: UFPS Enemies "Die" instanly.

Post by Tony Li »

Hi,

When you're using ICE with UFPS, ICE handles damage for enemies. This means you can't use the Dialogue System On Die component, which is specific to UFPS's damage handler. Instead, just add an Increment On Destroy component, and set the Increment On dropdown to Disable. ICE pools enemy objects. When an enemy dies, it disables the object and returns it to the pool.

Here's an example scene:

ICE_UFPS_Example_2016-12-19.unitypackage

I used these steps to set it up:

1. Started with a copy of the ICECreatureUFPSAdapterDemo scene.

2. Made a copy of the TrollWithSingeDamage prefab, and added an Increment On Destroy component.

3. Selected the player and used the Add All Player Scripts menu item to add the Dialogue System scripts.

4. Dropped the Dialogue Manager prefab into the scene.

5. Created a dialogue database with a quest to kill 5 trolls.
gheregames
Posts: 5
Joined: Fri Jul 22, 2016 9:13 am

Re: UFPS Enemies "Die" instanly.

Post by gheregames »

Thanks so much. I got the Increment on Destroy added and they take damage and die, but the Quest variable doesn't increment until the creatures disappear. This is progress though.

Thank you,
David
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Tony Li
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Re: UFPS Enemies "Die" instanly.

Post by Tony Li »

Hmm, in the example scene, ICE deactivates the live enemy GameObject (TrollWithSingeDamage_DS) as soon as the player kills it, spawning a TrollRagdoll in its place. Do you see the same thing if you import the example scene?
gheregames
Posts: 5
Joined: Fri Jul 22, 2016 9:13 am

Re: UFPS Enemies "Die" instanly.

Post by gheregames »

Thanks So Much!

In the ICE Creature Control script under "Essentials", there is a "Use Corpse" flag. The demo used the ragdoll troll. I had already created a dying enemy, so I check that box and set the corpse to the dying enemy. It worked great!

I had it setup already, when using the UFPS creature damage handler, but it didn't work like I wanted it to. My enemies take damage, and die when they've been hit enough and the Quest counter updates with your "increment..." script.

Now it is time to make more quests and conversations with your great asset.
Thanks for the quick support responses.

David Ghere
Ghere Games
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Tony Li
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Joined: Thu Jul 18, 2013 1:27 pm

Re: UFPS Enemies "Die" instanly.

Post by Tony Li »

Happy to help! I'll include these steps in the docs so they can help other people using ICE and UFPS in the future.
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