This is a paid asset, but now you can download it totally free. However, please keep in mind that this package is only provided for studying or testing the product prior to purchasing it, not for business functions.
Overview :
MIS-AI-CarRider-RCC is a custom add-on for Invector that runs based on Middleware For Invector Template (MIS).
Highlights:
- After exploring the path using NavMesh, it drives using the RCC controller in a realistic way.
- In addition, it uses the Target Manager of MIS-Lockon to search for a car with amazing high performance.
- Let your AI drive to your position. Let the car drive itself. Let AI drive, and you immerse yourself in combat. Let the AI drive to the next location. Your ideas become reality in a realistic way.
- MIS provides various methods for that. Imagine your game play and make FSM AI to make your own game more active. So that your players don’t get bored.
Key Benefits:
- Provides All-In-One Setup (Invector and MIS add-ons)
- Character: Automatic
- Car: Semi-Auto (EVP setup must precede)
- FSM AI Character Setup: Very easy FSM AI character setup
- Simple, easy and believable waypoint editing
- Automatically place waypoint positions on the NavMesh
Supports Edy’s Vehicle Physics:
- Car Controller: EVP using AI Control
- Camera Controller: MIS Vehicle Camera
- Camera View mode switch: Inside, Outside, Orbit
- ControlAI is in active state while riding
- Hands IK on steering wheel
- Drives with left hand and shoots with right hand when the weapon is right hand one
- Foot IK on pedals or whatever
- Gear-Shifting Animation
- Looking back animated when reversing
- Forward collision reaction
AI Drive:
- Drives through the waypoints: Test, Manual, one-way
- Drives to the target position: AutoDrive
- The Driving path between waypoints is given by NavMesh
- Drives in a realistic way
- When it collides with an obstacle, it finds its way and drives by repeating forward and reverse.
- Drives when all riders are on board
- Provides a skip or return the path input
- Provides pause/resume driving input
- Stop Move: The car stops until the StopMove object has gone (Forward direction only)
Drive Modes:
- Test Traversal:
- Only for testing purpose
- Useful for the car movement settings without riders
- Moves to the mouse click point.
- Manual Traversal:
- W: Moves to the next waypoint (Available when the player is on passenger seat)
- S: Moves to the previous waypoint (Available when the player is on passenger seat)
- Space: Pause
- OneWay Traversal:
- Automatically moves throught all waypoints and stops at the last waypoint
- W: Moves to the next waypoint (Available when the player is on passenger seat)
- S: Moves to the previous waypoint (Available when the player is on passenger seat)
- Space: Pause
- AutoCall for Player:
- The dedicated car drives itself to the player’s offset positiom
- AutoDrive for AI:
- AI drives to the AI’s target’s offset position
Supports Enter/Exit actions:
- Available on any seat using Match Target system
- Natural door movement
- Exit AIs only input
Ragdoll:
- When the AI is dead by ragdoll
- When the vehicle is overturned
- When the vehicle collides with the forward obstacle
- When the character/vehicle get hit by explosive weapons
- When exit while moving
Included 6 animation clips for AI characters:
- Collision, Reversing
Example FSM Behaviours:
- FindEnterExitCar_Action
- FindEnterExitCar_Decision
- Traverse_OneWay
- Traverse_OneWay_Loop
- RidingFriendCar
- AutoDrive_ToFriend
- AutoDrive_EnemyChaseAndShooting
- AutoDrive_EnemyShootingOnChase
- AutoDrive_EnemyFastShootingOnChase
- Demo_MIS-AI-CarRider-EVP_Companion
- Demo_MIS-AI-CarRider-RCC_Enemy
FSM Actions:
- mvAIAutoDriveToFriend
- mvAIAutoDriveToTarget
- mvAIChangeMaxVehicleSpeed
- mvAIChangeShootingFrequency
- mvAIChangeTraverseMode
- mvAIClearReservedVehicle
- mvAIClearTargetAIVehicle
- mvAIEnterVehicle
- mvAIExitVehicle
- mvAIFindTargetAIVehicleAction
- mvAIGoToFriendVehicle
- mvAIGoToTargetAIVehicle
- mvAIRestoreMaxVehicleSpeed
- mvAIRestoreShootingFrequency
- mvAIRidingShooterAttack
- mvAIRidingVehicle
- mvAIStartDrive
- mvAIStopAutoDrive
FSM Decisions:
- mvAICheckFriendDistance
- mvAIFindTargetAIVehicleDecision
- mvAIFoundTargetAIVehicle
- mvAIFriendOnBoard
- mvAIHasEntryOnTargetVehicle
- mvAIHasExitRequest
- mvAIHasFriend
- mvAIHasInterrupted
- mvAIHasReservedEntry
- mvAIHasTarget
- mvAIHasVehicleArrived
- mvAIHasVehicleStopped
- mvAIIsAllRidersOnBoard
- mvAIIsAutoDriving
- mvAIIsFriendOnBoard
- mvAIIsFriendOnDriverSeat
- mvAIIsOnBoard
- mvAIIsRagdolled
- mvAIIsVehicleDead
- mvAIReserveVehicleEntry
- mvAIReserveFriendVehicleEntry
Provides IKAdjusts on AI riding:
Provides Demo scenes:
- TestMode
- FindEnterExitCar_Action
- FindEnterExitCar_Decision
- Traverses_OneWay
- Traverses_OneWay_Loop
- RidingFriendCar
- AutoDrive_AutoCall
- AutoDrive_ToFriend
- AutoDrive_ChaseAndExitForShooting
- AutoDrive_ShootingOnChase
- AutoDrive_FastShootingOnChase
- StopMove
Does not modify Invector core:
All MIS packages runs on a feature-based basis:
Required:
- INVECTOR THIRD PERSON TEMPLATE v2.6.3+
- INVECTOR FSM AI v1.1.9+ Required
- Middleware For Invector Template v2.7.3+ Required
- Realistic Car Controller v3.6.3+ Required
- MIS-CarRider-RCC v1.4.8+ Required
- MIS-LockOn v1.2.8+ Required
- NavMeshComponents Required
- MIS-VEHICLEWEAPONS v1.2.2+ Optional