Get your UAISK now!
by Twisted Jenius · 12/13/2009 (6:41 am) · 33 comments
I will soon be coming out with the second free update for The Universal AI Starter Kit. However, I thought that I should let everyone who hasn't purchased the kit know that I'm going to be raising the price of it a bit with this update.
The price of the kit will soon be $34.95. You still have one or two weeks before I make this change and I'm just letting everyone know that if they wanted to buy it at the current price, now is the time to do it. Even with this change in price, The Universal AI Starter Kit will still be one of the more affordable add-ons available in the Torque developer store. And don't forget that it works with the binary version of Torque 3D; no source code changes are required!
The Universal AI Starter Kit continues to get better and in this next update you will see some major improvements to the navigation system that I have been working on, better T3D compatibility, and several other enhancements as well. I just wanted to give everyone a heads up about these changes and to let you know that if you've been thinking about getting your hands on a copy of The Universal AI Starter Kit, now would be the best time to do it.
Here's the obligatory, random screen shot. It's of one of the demo missions in TGE 1.1.1, which I recently remembered that I had a copy of. After a bit of testing I found out that The Universal AI Starter Kit only works in TGE 1.3 or higher. Isn't it funny how everyone includes screen shots in their AI blogs and yet you can't tell anything about the AI without showing movement?

The price of the kit will soon be $34.95. You still have one or two weeks before I make this change and I'm just letting everyone know that if they wanted to buy it at the current price, now is the time to do it. Even with this change in price, The Universal AI Starter Kit will still be one of the more affordable add-ons available in the Torque developer store. And don't forget that it works with the binary version of Torque 3D; no source code changes are required!
The Universal AI Starter Kit continues to get better and in this next update you will see some major improvements to the navigation system that I have been working on, better T3D compatibility, and several other enhancements as well. I just wanted to give everyone a heads up about these changes and to let you know that if you've been thinking about getting your hands on a copy of The Universal AI Starter Kit, now would be the best time to do it.
Here's the obligatory, random screen shot. It's of one of the demo missions in TGE 1.1.1, which I recently remembered that I had a copy of. After a bit of testing I found out that The Universal AI Starter Kit only works in TGE 1.3 or higher. Isn't it funny how everyone includes screen shots in their AI blogs and yet you can't tell anything about the AI without showing movement?

About the author
Developer of The Universal AI Starter Kit and Twisty's Asylum Escapades.
#22
12/19/2009 (2:23 pm)
What he means is that the "Code" is in Torque-Script, there is no C++(Which is what the T2D Game engine is built from), which is why it works without source code as Source in this case is C++, the UAISK is 100% Torque-Script. As long as iTGE uses Torque-Script then you should be able to get it running as long as it has a similar AI setup...I bet if you send an Email to GG they could answer that, or perhaps you could ask in another place on the forums.
#23
12/19/2009 (3:57 pm)
I see, that means it should work with iTGE.
#24
12/19/2009 (7:06 pm)
Well if you own T3D, look in the source and checkout AIPlayer and see how it compares to the iTGE source, if they are the same then your set, other than that i dont think that Twisted could tell you as he doesn't have access to iTGE, at least I dont think...
#25
bugs:
1. if the ai is killed, he don't doing the die animation, the ais is just in the root animation and then respawn.
2. if the ai have one weapon, then the ai don't shooting. but if i do no weapon,plus a working weapon, then it works, if the ai change from no weapon to a weapon.
3. if the player shoot a health patch, then the game crash. also if the ai shoot a health patch.
And now i have a other question:
--------------------------------
how can i make the ai only be in water, or only stay on land, i need this for a project. Example: if the player leaf the water, then the ai should stay in the water, like a fish doing.
Ty for the realy nice ai kit, i like to play whit this. And ty, for any typs, about the water, and sry for my really bad English.
12/20/2009 (3:52 am)
Hi, i just bought the kit last week, and i find it great! ok, some bugs are inside. I use the new version of T3D alpha.bugs:
1. if the ai is killed, he don't doing the die animation, the ais is just in the root animation and then respawn.
2. if the ai have one weapon, then the ai don't shooting. but if i do no weapon,plus a working weapon, then it works, if the ai change from no weapon to a weapon.
3. if the player shoot a health patch, then the game crash. also if the ai shoot a health patch.
And now i have a other question:
--------------------------------
how can i make the ai only be in water, or only stay on land, i need this for a project. Example: if the player leaf the water, then the ai should stay in the water, like a fish doing.
Ty for the realy nice ai kit, i like to play whit this. And ty, for any typs, about the water, and sry for my really bad English.
#26
1. This is fixed in the next release.
2. I've never had this problem so I'd need a lot more details to even attempt to fix it. Currently I’m using the binary version of T3D, so I only have access to 1.0.1 right now. The weapon and character problems people are experiencing might be due to changes in T3D 1.1 alpha; but if that’s not the case, then it is because of some sort of user error.
3. I have encountered this same issue, but as you note, it also occurs when a player shoots a health patch; meaning it has nothing to do with AI at all and it's just a general bug in T3D (I believe it’s likely a physics issue, or hardware related). This just seems like an AI problem because without something to fight with; you normally don't die, let alone start shooting items after you're dead. But you can test it by shooting the ground near the player until you kill yourself, then shooting the health you drop. See? T3D has the exact same problem even when The UAISK isn't installed. I wonder if anyone has done an official bug report on it yet...
12/20/2009 (4:15 am)
@Daniel Fasel1. This is fixed in the next release.
2. I've never had this problem so I'd need a lot more details to even attempt to fix it. Currently I’m using the binary version of T3D, so I only have access to 1.0.1 right now. The weapon and character problems people are experiencing might be due to changes in T3D 1.1 alpha; but if that’s not the case, then it is because of some sort of user error.
3. I have encountered this same issue, but as you note, it also occurs when a player shoots a health patch; meaning it has nothing to do with AI at all and it's just a general bug in T3D (I believe it’s likely a physics issue, or hardware related). This just seems like an AI problem because without something to fight with; you normally don't die, let alone start shooting items after you're dead. But you can test it by shooting the ground near the player until you kill yourself, then shooting the health you drop. See? T3D has the exact same problem even when The UAISK isn't installed. I wonder if anyone has done an official bug report on it yet...
#27
12/20/2009 (4:47 am)
Ty for the very fast respond. :) sry for asking again, where and how can i make the ai only stay in water or only stay on land, any idea? ty very much :)
#28
Either way, you should wait until the update is out due to some of the changes that it has.
12/20/2009 (4:53 am)
You're either going to have to do a good bit of custom programming for that on your own, or (depending on the exact requirements of your game) you might be able to use bots in the "leashed" behavior mode.Either way, you should wait until the update is out due to some of the changes that it has.
#29
12/20/2009 (5:02 am)
Ok:)i will try out to find a method for this water problem ! ty again and have a nice X-Mass
#30
You could probably also add a new mode based on the leashed mode that will keep the AI unit inside of a water block. Keeping an AI unit out of a water block is probably harder....
12/21/2009 (10:28 pm)
If there is a way to constrain an AI's movement based on its coordinates (and I'm sure you can do this in script but it's probably not already in the UAISK) and you use a water plane instead of a water block or river, then you could simply not allow the AI unit to cross the water plane z threshold.You could probably also add a new mode based on the leashed mode that will keep the AI unit inside of a water block. Keeping an AI unit out of a water block is probably harder....
#31
12/22/2009 (8:10 am)
at Richard : ty for the suggestions :) i was at thinking at some thing similar. using the Z threshold on the water plane. My idea is to make a fish ai, using the standart UAISK code. Atm. i work out to make a weapon for this fish ai, so i can simply use the UAISK for this fish.
#32
12/22/2009 (4:37 pm)
Will the install on this be a little better then in the previous? I have been unable to install this into T3D 1.0 or 1.1, although it works wonderful in TGEA.
#33
01/04/2010 (11:13 am)
Will this function with vehicles/flying vehicles? 
Torque Owner Tyler Slabinski
So there is no code? It just uses the code already in TGE?