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These are the user uploaded subtitles that are being translated: 1 00:00:03,320 --> 00:00:08,360 So in this video, we are going to sort out the zombie now zombie moves more effectively and actually 2 00:00:08,360 --> 00:00:11,120 avoids these tombstones, et cetera. 3 00:00:12,380 --> 00:00:15,570 First of all, we have obviously three different characters. 4 00:00:15,590 --> 00:00:19,370 They do need to be dynamic, which means that we can't click static. 5 00:00:19,460 --> 00:00:21,010 If you click static, they won't move. 6 00:00:21,020 --> 00:00:23,330 They'll they'll be positioned where they are. 7 00:00:23,750 --> 00:00:29,420 Now, we've noticed on the ground anything that's marked static, it batches all of these together or 8 00:00:29,480 --> 00:00:32,060 almost as though they have one single object. 9 00:00:32,630 --> 00:00:38,810 There is something called dynamic bachi, click, edit and project settings. 10 00:00:39,920 --> 00:00:41,810 And we go to 11 00:00:44,870 --> 00:00:53,540 kid's player and other settings should see static dynamic bachi. 12 00:00:53,720 --> 00:00:54,050 All right. 13 00:00:54,060 --> 00:01:00,740 So you can actually click that and what it will do and it will actually find all objects that are exactly 14 00:01:00,740 --> 00:01:01,170 the same. 15 00:01:01,220 --> 00:01:04,790 So in other words, this fall, zombies, they all share the same material. 16 00:01:05,180 --> 00:01:06,680 They're all relatively low poly. 17 00:01:06,860 --> 00:01:08,420 So it will actually batch them together. 18 00:01:08,900 --> 00:01:13,400 So instead of rendering for different zombies, it technically just renders one zombie. 19 00:01:13,610 --> 00:01:16,010 As for instances of them. 20 00:01:16,400 --> 00:01:16,720 All right. 21 00:01:16,730 --> 00:01:18,530 That's going to help us in our profile. 22 00:01:19,460 --> 00:01:25,250 It only really works on low poly objects if it's really high poly object and it's got loads of polygons. 23 00:01:26,750 --> 00:01:29,300 The computer simply can't handle the bachi. 24 00:01:29,570 --> 00:01:29,990 All right. 25 00:01:30,020 --> 00:01:31,670 But it will work perfectly for this game. 26 00:01:32,810 --> 00:01:39,590 OK, so somebody needs to know where these tombstones are. 27 00:01:40,070 --> 00:01:43,030 The best way to do this is to actually create a navigation match. 28 00:01:43,760 --> 00:01:53,210 So if I go to window and I navigation, we get this little area and. 29 00:01:55,200 --> 00:02:01,350 And what we need to come down to is the Baekje section, the BAIK section is going to look at anything 30 00:02:01,350 --> 00:02:02,180 that static. 31 00:02:02,910 --> 00:02:07,950 And that doesn't move and it's going to exclude it from the areas where the zombie can walk into. 32 00:02:08,280 --> 00:02:10,910 So what I'm going to do, simply click, bake. 33 00:02:11,400 --> 00:02:11,670 All right. 34 00:02:11,670 --> 00:02:13,560 It's going to create this little blue section. 35 00:02:14,010 --> 00:02:16,380 Notice how it's not going around these tombstones. 36 00:02:17,070 --> 00:02:17,400 All right. 37 00:02:17,400 --> 00:02:21,180 So any of these areas where it's cut out of zombie cannot walk through. 38 00:02:21,180 --> 00:02:25,800 It also means that you can't walk through walls, that kind of thing. 39 00:02:26,460 --> 00:02:34,150 So he's now basically going to have to kind of walk around these sections now in order for this to work, 40 00:02:34,170 --> 00:02:43,110 the zombie character will also need to have enough mesh agent that can actually walk around here. 41 00:02:43,770 --> 00:02:52,580 So if I go over to my inspector and other component, I'm going to type no match agent. 42 00:02:52,630 --> 00:03:00,090 First of all, OK, this adds this little cylinder around the character and. 43 00:03:01,670 --> 00:03:04,070 The speed can be defined here. 44 00:03:04,310 --> 00:03:10,760 OK, so the speed on this one, I'm probably going to have him walk relatively slow, so about zero 45 00:03:10,760 --> 00:03:11,780 point to five. 46 00:03:12,440 --> 00:03:15,680 If it's too fast, it's almost like he's going to be running toward the player. 47 00:03:18,530 --> 00:03:19,200 Never mind. 48 00:03:19,220 --> 00:03:22,070 This blue section only shows up when the navigation tab. 49 00:03:22,640 --> 00:03:23,060 All right. 50 00:03:23,360 --> 00:03:25,970 So that's now going to enable him to walk around. 51 00:03:26,750 --> 00:03:29,150 Now, for this, I do need another script. 52 00:03:29,150 --> 00:03:34,370 And fortunately, it's only going to up to only going to work on the zombie. 53 00:03:35,630 --> 00:03:37,290 Actually, no, I don't need to know the script. 54 00:03:37,310 --> 00:03:39,750 I can actually just run it through the anime movie script. 55 00:03:39,770 --> 00:03:40,340 No problem. 56 00:03:41,240 --> 00:03:45,560 But to do that, I need to define what's a zombie, what's about what's a ghost? 57 00:03:45,950 --> 00:03:49,580 So to do that, I'm going to create a public offsite ball. 58 00:03:49,910 --> 00:03:51,980 Leon can either be true or false. 59 00:03:52,490 --> 00:04:07,220 And I'm going to call this zombie, the public bull old, but in another public mold called Ghost. 60 00:04:10,480 --> 00:04:12,310 So if I now save this. 61 00:04:16,010 --> 00:04:17,290 Wait for that to compile. 62 00:04:19,290 --> 00:04:22,900 It's now on my ZOMBI, I can just check that box. 63 00:04:22,900 --> 00:04:25,410 So now I know that's a zombie on my butt. 64 00:04:25,660 --> 00:04:28,240 I can say that's about my ghost. 65 00:04:28,330 --> 00:04:29,500 I can say that's a ghost. 66 00:04:29,770 --> 00:04:30,160 All right. 67 00:04:30,970 --> 00:04:32,110 So now we can use that. 68 00:04:32,590 --> 00:04:37,990 So in the update, we don't want this command to work for the zombie, but we do want it to work for 69 00:04:37,990 --> 00:04:39,220 the bat and the ghost. 70 00:04:39,490 --> 00:04:41,650 So what we can say is if. 71 00:04:43,210 --> 00:04:48,670 But is equal to true to equal science, and we need to use it all. 72 00:04:49,210 --> 00:04:50,740 That's basically two of those. 73 00:04:51,100 --> 00:04:55,090 And the way I did that was shift my backslash and that gives me to what else? 74 00:04:55,420 --> 00:04:59,590 OK, or ghost is equal to true. 75 00:05:01,450 --> 00:05:06,030 If either of those are true, then it will basically run this. 76 00:05:06,160 --> 00:05:12,460 So just put in some curly brackets in the extra shift and square bracket on my keyboard. 77 00:05:12,970 --> 00:05:13,330 OK. 78 00:05:13,720 --> 00:05:16,240 If it's a zombie, it's going to completely ignore that. 79 00:05:16,660 --> 00:05:16,930 OK. 80 00:05:16,960 --> 00:05:22,000 The reason why we want a zombie to be moved by enough Meche agent. 81 00:05:22,690 --> 00:05:23,200 Now, I know this. 82 00:05:23,200 --> 00:05:25,600 To do that, we need to tell you that we use in an. 83 00:05:25,600 --> 00:05:29,110 Ay, ay, ay, ay, ay, ay, ay, ay. 84 00:05:29,470 --> 00:05:29,830 All right. 85 00:05:29,830 --> 00:05:31,300 So artificial intelligence. 86 00:05:32,140 --> 00:05:38,980 So using the unity engine there a reason why why we have to do that. 87 00:05:39,010 --> 00:05:45,640 The A.I. definitions of definitions for things like navigation agent, which we need to define. 88 00:05:46,090 --> 00:05:52,510 So we're going to say pablic of time, nav mesh agent. 89 00:05:55,050 --> 00:05:57,010 Will simply call this agent. 90 00:06:00,420 --> 00:06:03,900 Now, in the start, I am actually going to bring this back again. 91 00:06:05,250 --> 00:06:07,020 I'm going to call my own function. 92 00:06:07,410 --> 00:06:07,740 All right. 93 00:06:07,860 --> 00:06:08,550 We call it. 94 00:06:08,820 --> 00:06:09,500 Oh, sorry. 95 00:06:09,510 --> 00:06:10,870 I need to do it in CyberKnife. 96 00:06:10,890 --> 00:06:13,140 Only if it's a zombie. 97 00:06:13,290 --> 00:06:16,260 So if the zombie is equal, it's true. 98 00:06:17,670 --> 00:06:20,180 I'm going to run my own custom function. 99 00:06:20,190 --> 00:06:22,860 I'm going to create when they call this move to. 100 00:06:25,850 --> 00:06:28,310 Not move towards, but move to. 101 00:06:30,590 --> 00:06:31,060 There we go. 102 00:06:31,670 --> 00:06:35,840 It will remain red until they actually create this, make sure it's outside of the date. 103 00:06:35,930 --> 00:06:38,800 So I'm going to say Voit and. 104 00:06:42,030 --> 00:06:51,120 Moved to and go changes to yellow to say that it's now a custom function, and then inside of this, 105 00:06:51,120 --> 00:06:56,340 I simply want to say move my agent, which my not my agent over to other the player is. 106 00:06:56,970 --> 00:07:08,490 So I'll say agent destination equals play a target position and that's it. 107 00:07:08,970 --> 00:07:09,260 All right. 108 00:07:09,460 --> 00:07:11,100 Oh, make sure I spell destination. 109 00:07:11,100 --> 00:07:11,610 Correct. 110 00:07:12,400 --> 00:07:13,140 And that's it. 111 00:07:13,410 --> 00:07:15,780 That will basically move the zombie notice. 112 00:07:15,960 --> 00:07:18,120 I've called this in its own custom function. 113 00:07:18,600 --> 00:07:23,880 I could place the agent of destination in the update, but then it's basically going to be given that 114 00:07:23,880 --> 00:07:27,250 command each and every frame with enough match agent. 115 00:07:27,270 --> 00:07:28,230 It's not necessary. 116 00:07:29,430 --> 00:07:35,430 You only need to tell it once and it will do it until it actually reaches that clear target position. 117 00:07:35,850 --> 00:07:40,260 Which is why I'm calling on the start, because that's only wrong once right at the beginning of the 118 00:07:40,260 --> 00:07:40,560 game. 119 00:07:41,070 --> 00:07:47,670 And then the move to gets called pretty much once in the zombie lifetime. 120 00:07:48,000 --> 00:07:48,300 All right. 121 00:07:48,300 --> 00:07:53,130 So once again, we're optimizing instead of running every frame, we're running it once. 122 00:07:53,520 --> 00:07:57,570 OK, so let's save this. 123 00:08:00,330 --> 00:08:06,900 And only on the zombie character do we need access to that nerve agent, which is there. 124 00:08:07,320 --> 00:08:11,490 Just drag that into that slot on the part and the ghost you can actually leave. 125 00:08:11,490 --> 00:08:15,960 Those is no no problem, because they're never being called in that script. 126 00:08:15,960 --> 00:08:19,170 It's only called if zombie is equal to true. 127 00:08:19,410 --> 00:08:21,690 Only then there's actually access to agent. 128 00:08:24,100 --> 00:08:28,180 So let's try this now in the simulator and see the difference. 129 00:08:33,370 --> 00:08:37,840 Notice the zombies now moving around that tombstone. 130 00:08:39,850 --> 00:08:44,140 OK, so he's not walking to the tombstone, he's going extremely slow. 131 00:08:45,890 --> 00:08:46,360 There we go. 132 00:08:46,600 --> 00:08:46,900 All right. 133 00:08:46,900 --> 00:08:49,840 So he's avoiding notice notices, also staying on the ground. 134 00:08:50,660 --> 00:08:53,080 The Namche agent will always stay on the ground. 135 00:08:53,440 --> 00:08:56,930 The others can be floating because one's a ghost wants about. 136 00:08:57,010 --> 00:08:57,310 All right. 137 00:08:57,310 --> 00:08:58,450 Doesn't need to be on the ground. 138 00:09:01,540 --> 00:09:05,920 And if you want that zombie to be a little bit quicker, you can, if you like, just change the speed 139 00:09:05,920 --> 00:09:07,510 here and then not much agent. 12152

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