Hidden tips for using The UAISK
by Twisted Jenius · 11/09/2009 (3:44 pm) · 8 comments
The Universal AI Starter Kit has many different features and I'd like to show you how you can use some of the more unique ones to enhance the quality of your gaming projects.
Item Based Spawning
One thing that can be done with the Universal AI Starter Kit is to use item based spawning. So let's say you're designing a game in which the player must get a hold of a manila folder in some type of military installation within your game world. The player takes the folder from within the secret base. Doing this could trigger the spawning of a group of enemies within the vicinity that will impede the player's escape. Of course this is just one example of how you can take advantage of this feature in order to enrich gameplay. This feature can be used whenever you want a game mission in which the player must take an item which is either guarded by or is able to "summon" enemy NPCs, such as in a fantasy scenario. This type of situation has been used in many different gameplay genres.
And for those of you that already own the Universal AI Starter Kit, here's general description of how to set that up: First you make an item. Then you add a call to the spawning function on collision with the item, and place the item in your mission.
Friend or Foe?
Another element of the Universal AI Starter Kit is being able to change characters in the game from foe to friend. For instance, if you are designing a fantasy game in which you want the player to be able to use a mind control power on enemies or to tame pets, you can have the aggressive bots in your game switch teams and act as teammates. You could cause them to switch teams by using a spell or attack on them within the game. If you look in the "Changing Teams" section of the Universal AI Starter Kit usage instructions, you will see how to easily connect this function to an attack, thus allowing the player to turn enemy AI into friendly bots dynamically, without respawning. This can be done in as little as one line of script.
Behaviors: Turret and Leashed
The Universal AI Starter Kit also comes complete with a variety of behaviors. Two of the more unique ones are "turret" and "leashed". Turret mode allows the bot to remain stationary but rotate on a particular point and assuming that the bot is using a ranged weapon, it will attack any enemies from that point. This can be useful if you want a bot to guard a very specific area. Acting in a "guard post" capacity on a wall would be one way to use this behavior. As for leashed mode, it acts a little like a dog leash and allows the bot to chase the player for a certain distance which you, as the developer, can specify. After the bot reaches its maximum distance and loses sight of the player, it will return to its original spot. This behavior can be very good for big bosses at the end of levels in which you don't want the boss to leave a certain area.
These are just a few of the lesser known features of The Universal AI Starter Kit. Of course, how you can apply these things is really only limited by your imagination and game design.
Item Based Spawning
One thing that can be done with the Universal AI Starter Kit is to use item based spawning. So let's say you're designing a game in which the player must get a hold of a manila folder in some type of military installation within your game world. The player takes the folder from within the secret base. Doing this could trigger the spawning of a group of enemies within the vicinity that will impede the player's escape. Of course this is just one example of how you can take advantage of this feature in order to enrich gameplay. This feature can be used whenever you want a game mission in which the player must take an item which is either guarded by or is able to "summon" enemy NPCs, such as in a fantasy scenario. This type of situation has been used in many different gameplay genres.
And for those of you that already own the Universal AI Starter Kit, here's general description of how to set that up: First you make an item. Then you add a call to the spawning function on collision with the item, and place the item in your mission.
Friend or Foe?
Another element of the Universal AI Starter Kit is being able to change characters in the game from foe to friend. For instance, if you are designing a fantasy game in which you want the player to be able to use a mind control power on enemies or to tame pets, you can have the aggressive bots in your game switch teams and act as teammates. You could cause them to switch teams by using a spell or attack on them within the game. If you look in the "Changing Teams" section of the Universal AI Starter Kit usage instructions, you will see how to easily connect this function to an attack, thus allowing the player to turn enemy AI into friendly bots dynamically, without respawning. This can be done in as little as one line of script.
Behaviors: Turret and Leashed
The Universal AI Starter Kit also comes complete with a variety of behaviors. Two of the more unique ones are "turret" and "leashed". Turret mode allows the bot to remain stationary but rotate on a particular point and assuming that the bot is using a ranged weapon, it will attack any enemies from that point. This can be useful if you want a bot to guard a very specific area. Acting in a "guard post" capacity on a wall would be one way to use this behavior. As for leashed mode, it acts a little like a dog leash and allows the bot to chase the player for a certain distance which you, as the developer, can specify. After the bot reaches its maximum distance and loses sight of the player, it will return to its original spot. This behavior can be very good for big bosses at the end of levels in which you don't want the boss to leave a certain area.
These are just a few of the lesser known features of The Universal AI Starter Kit. Of course, how you can apply these things is really only limited by your imagination and game design.
About the author
Developer of The Universal AI Starter Kit and Twisty's Asylum Escapades.
#2
Will
PS: I know its rare to see this but any chance you might be able to make something of the same for TGB? I think it would be nice to have a AI kit for our 2D games as well. Just a thought. :)
11/09/2009 (10:53 pm)
TJ: Thanks for making the kit. It was a product that Torque badly needed. I think it's a great product. Easy to use and play with. Great job! Keep up the great work.Will
PS: I know its rare to see this but any chance you might be able to make something of the same for TGB? I think it would be nice to have a AI kit for our 2D games as well. Just a thought. :)
#3
I currently don't have any plans for a 2D AI system. But I will say that the recent blog about T2D's physics did catch my interest; so you never know what may happen in the (very distant) future.
11/09/2009 (11:29 pm)
Glad to see people are having fun with the kit. Just to let everyone know, there are some unspecified updates coming within an unspecified timeframe. I know, that's extremely helpful isn't it? (Written with the most sarcasm I can muster in text form.)I currently don't have any plans for a 2D AI system. But I will say that the recent blog about T2D's physics did catch my interest; so you never know what may happen in the (very distant) future.
#4
I am having a little bit of trouble seeing through what the differences are in 'actual AI' in the various things though. It seems to me that yours is far the easiest to 'seam in and get going', and that Bryces will end up having the most AI behaviours, and I surely need to figure out more about what are the exact features of each one before I throw myself on one of them -but its awesome work you guys are pouring :P
-thanks
11/10/2009 (6:13 pm)
Im getting blind reading about these awesome AI projects, but holy moly it is nice work for sure.I am having a little bit of trouble seeing through what the differences are in 'actual AI' in the various things though. It seems to me that yours is far the easiest to 'seam in and get going', and that Bryces will end up having the most AI behaviours, and I surely need to figure out more about what are the exact features of each one before I throw myself on one of them -but its awesome work you guys are pouring :P
-thanks
#5
One of the main differences between The Universal AI Starter Kit, the tactical ai kit, and guidebot is what game genres they were primarily made for. The other two kits seem to be focusing on tactical or stealth based shooters (not to put words in there mouths, but that's what I gather based on the information they have released to the public). Whereas The Universal AI Starter Kit was mainly created with action/adventure, non-turn based RPGs, platformers, and fast paced (non-tactical) shooters in mind.
As mentioned above, one of the primary design focuses for The Universal AI Starter Kit was ease of use and installation. I’ve made it relatively bug free (putting in hundreds of hours of testing) and "just work" right out of the box; with a GUI based editor so that even non-programming artists can have good AI up and running in a matter of minutes. And the code is commented and documented very well.
Also there’s the fact that The Universal AI Starter Kit is already out right now, whereas the other kits are still under development and may not reach a release state for months (if ever). Plus from what I’ve been able to gather, they will likely be priced higher when/if they are released.
I'd also encourage you to check out the features list and videos here for more information.
11/11/2009 (4:34 am)
@Christian SOne of the main differences between The Universal AI Starter Kit, the tactical ai kit, and guidebot is what game genres they were primarily made for. The other two kits seem to be focusing on tactical or stealth based shooters (not to put words in there mouths, but that's what I gather based on the information they have released to the public). Whereas The Universal AI Starter Kit was mainly created with action/adventure, non-turn based RPGs, platformers, and fast paced (non-tactical) shooters in mind.
As mentioned above, one of the primary design focuses for The Universal AI Starter Kit was ease of use and installation. I’ve made it relatively bug free (putting in hundreds of hours of testing) and "just work" right out of the box; with a GUI based editor so that even non-programming artists can have good AI up and running in a matter of minutes. And the code is commented and documented very well.
Also there’s the fact that The Universal AI Starter Kit is already out right now, whereas the other kits are still under development and may not reach a release state for months (if ever). Plus from what I’ve been able to gather, they will likely be priced higher when/if they are released.
I'd also encourage you to check out the features list and videos here for more information.
#6
11/30/2009 (5:18 am)
I just bought this kit and only because It has line of sight however it does not work. The ai seems to detect me from behind. How do I give it a line of sight?
#7
All bots only use line of sight (raycast) based player detection. If the bots are seeing you when you are behind them (and you don't want this behavior), you need to adjust their Field of View (in a lot of places I refer to it as “fov”).
Set $AISK_ENHANCEFOV_CHANCE to 0 at the top of aiPlayer.cs then reduce the value for $AISK_FOV (note: fov can also be changed per bot or per datablock, see the instructions for more details). The default fov value is 200, which is the actually field of view that normal humans have in real life.
If you have any farther questions, please post them in the forum rather than here. I'll likely see and respond to them faster if they're in the forum.
11/30/2009 (3:54 pm)
@ Alexander BAll bots only use line of sight (raycast) based player detection. If the bots are seeing you when you are behind them (and you don't want this behavior), you need to adjust their Field of View (in a lot of places I refer to it as “fov”).
Set $AISK_ENHANCEFOV_CHANCE to 0 at the top of aiPlayer.cs then reduce the value for $AISK_FOV (note: fov can also be changed per bot or per datablock, see the instructions for more details). The default fov value is 200, which is the actually field of view that normal humans have in real life.
If you have any farther questions, please post them in the forum rather than here. I'll likely see and respond to them faster if they're in the forum.
#8
12/01/2009 (2:24 am)
Thanks for your answer and it does work as i tested it. 
Torque 3D Owner penbit