Unity: How to make multiple agents circle the building when I click to atk it in my rts game - unity3d

I have tried to initiate several point arround the building to attack. but this way is not flexible enough, like the agents may have different radius, therefore the attack point shouldn't be that even.
have any good ideas?

They should flock/swarm. Basically: agents should go to their nearest attack position while keeping a distance form any friendly agent.

Related

Get points in a radius that exclude point from a smaller radius on UE4.27

Hello I am making a game with AI on Unreal Engine 4.27 that attacks you and I implemented a ticket system to prevent them from all attacking at the same time. The problem is that I want those that are not attacking to roam around the player until they get a ticket but I also want them to stay out of the attack range to not disturb those who have a ticket and are attacking me. So in short I would like to get random points in a radius that exclude another smaller radius that have for center my player. Any idea ?
I first tried with the getrandompointsInNavigableRadius function but I wasn't satisfied with the result as stated previously, the AI were bothering each other. I tried searching on google but I only found mathematic solution that i don't understand and don't know how to translate on Unreal

Density Maps for Materials moving along Conveyors in Anylogic

I'd like to show congestion areas on a conveyor network by using the density map included into the Material Handling Library, but so far I haven't find a way to do so, as material agents movement cannot be tracked by the density map, but it only accepts transporters or pedestrians (both in free space movement mode).
So I thought I could create a "parallel" agent (for instance, a pedestrian) that could get attached to my material and move along with it. Then I could set the pedestrian visible property to "no" so that it does not show in the animation, or make it really small as an alternative approach.
The problem when doing the pickup/dropoff logic is that the pedestrian disappears from the scene when it gets picked up (although it's internally batched with the material) so the density map shows nothing.
Same thing happens if I try to seize/release a transporter, as they do not travel along the conveyor with the material agent.
Any idea on how to get this?
Thanks a lot in advance!
You won't be able to drag pedestrians, they actively move via PedMoveTo blocks. This is a creative idea but it will not work.
You will have to code your own heatmap using dynamically colored rectangles that you animate on top of conveyors. Doable, but might be more work than is really required for your purpose ;)

How to implement simultaneous interaction in Sugarscape simulation?

Youtube video link
So in this simulation, agents (represented by dots) choose one direction to move according to surrounding circumstances. Theoretically all agents make the decision and move simultaneously, but what if two dots decided to move to the same position and collide with each other? How in practice does the program solve this?
My guess is it actually executes the calculation one by one in order but this somehow violates the presumed requirement of simultaneous interaction. Because any dot's calculated move advanced in time might change the other one's surroundings of status quo, thus alters the intended move of the latter. On the other hand this seems to be the only way to avoid collision problems.
Any help thanks!

Can I use Unity 3D navmeshes for 1st person navigation?

I developed some applications that allow the user to explore an interior environment in 1st person and, in order to obtain a smooth walking while dealing with all the collisions with walls and objects my scripts grew in complexity so,
premising that I know that navmeshes are mainly designed to compute paths for a moving agent, I was wondering: is there a way to take advantage of navmeshes to navigate in 1st person? Or would it be just a waste of CPU time?
Thank you for any advice.
Using a navmesh to navigate in 1st person, you would have to recalculate the agent's path on every user input. You would have a very hard time to keep the walking smooth when sliding along a wall. (Sliding against a wall is essentially walking into the wall, detecting and correcting that and using only the part of the direction vector that is tangent to the wall - achieving similar smoothness using navmesh navigation would be hard.)

Defining a vision cone in unity

I am attempting to implement a boids flocking model in unity.
I have managed to implement steering behaviours (separate, align, cohere) but I am currently using a fixed radius from the agent to define its neighbourhood (essentially a bubble around the agent). However, what I need to implement is a vision cone like the one detailed in this image:
Im unsure how I could implement this in unity. Could someone point me in the correct direction?
To add clarity, what I want to do is detect all other agents in a vision cone, but I'm unsure how to implement it. Currently I am just detecting all agents within a distance, though I need to ignore the agents behind the one doing detecting ( like in the picture) I'm not looking to visualise it, just detect the agents in that defined neighbourhood.
thanks
Detect all the agents in the circle, then check for every one of those the Vector3.Angle() between transform.forward and the direction to the agent.
(the direction from vector A to B is just B-A)