There will be more updates coming up this weekend on tool interaction, stay tuned!
yes, if you follow closely it will continue to the next waypoint.
but the perception system can only see 50 studs now. you can change that though
thank you very much for your quick response and help, I will be tuned to the best AI system on the forum!
Hello @everyone, the plugin update(Version 240906) has been released!
- Pathfinding Transition to SimplePath: Huge thanks to @spoingus for the contribution! NPCs now utilize SimplePath to navigate complex terrains more effectively, ensuring smoother movements.
- Pre-Made Tools and Models: We’ve included some pre-made tools and models that NPCs can now interact with! Check out the server scripts under tools for examples of how to set up your tools. Feel free to DM us if you need assistance!
- Smarter Tool Usage: NPCs can now identify and differentiate between Ranged Tools and Melee Tools, using them appropriately based on the situation.
- Silent Mode: Introducing Silent Mode! You can now ask NPCs to “stop talking” when you don’t want them to speak. The default rules are:
• Resume speaking only when directly prompted or when necessary based on player intent.
• Stay silent when other players are talking, unless specifically asked to contribute.
We hope you enjoy the updates and, as always, feel free to share your feedback and suggestions. Happy developing!
I include a video here for how to use weapons:
Hello @everyone, quick plugin update (version 240909) is now live!
Bug Fix: Tool Handling Issue Resolved! We’ve fixed a bug where NPCs could accidentally “steal” your tools during gameplay.
Introducing Custom Decision We’re excited to bring you Custom Decision, allowing NPCs to make decisions based on player input. As an example, you can create an NPC that runs a job interview, where it asks the player a series of questions and decides the outcome based on their responses.
This is the first step toward more complex interactions! While we’re starting with these decisions, this lays the groundwork for future updates where NPCs will handle more advanced scenarios, like quest-giving, complex trades, and role-based actions. Stay tuned as we build on this!
Showcase : Custom Decision for NPC Hiring
NPCs can now make decisions based on player input, such as job interviews. Here’s a quick breakdown:
- Enable Custom Decision(in AgentController): sets up the decision-making process with options and a description about how to make decision.
2. Handle Decision Changes: listens for the decision outcome and handles what happens when a player is hired or rejected.
It’s really cool to add this to your games, and it’s great to talk to, but if it’s an action NPC, there are some issues with the vision, when the NPC is holding a weapon and you want it to shoot, it misses if the target is moving, and when you say “you missed, shoot it again” it shoots at the same spot.
Hey, thanks for trying it out! Just wanted to share that a more powerful perception/sensor system is currently under development – it will be able to track moving objects in real-time.
i may as well use it for my upcoming game as a guide or smt, it looks really cool and i could use the plugin to give players good tactics or directions to areas.
the plugin has been updated with improvement in guiding process, ima put together a few other features and make an announcement hopefully before thanksgiving. Thanks everyone for supporting
Quick Question: can I use the chatGPT code so I could use it on some other projects? I am currently making my self a AI Simulated Player on MCPE. So I’m kind of of curious.
Roblox changed their chat api so the chat bubbles won’t appear when speaking to an npc.
yeah noticed that too. pathfinding also has a new algorithm. working on including them in the plugin.