Plan for Dee
by Dee · 11/01/2005 (4:53 pm) · 8 comments
After a somewhat interesting start...
AI Code - Pre-alpha demo is once again ready for download.
Please provide feedback, as it will directly influence the final version.
The download has been split into multiple zips, to accomodate low bandwidth connections.
There are 4 parts.
AI Docs - one zip
AI Demo - 3 zips
The doc was separated for those who may wish to see if they want to download or not.
Please download and read the doc, before launching the demo, as it gives some quick starter info that is useful.
Known issues (with demo version):
- Transition from still animation to move animation is bad...due to use of setThread() from script call.
- Audio profile selection in the Dialog and Sounds panels does nothing...use the script : ) - resolved for next release
Overall it is actually pretty useable even as a skeleton, if you choose to make use of the function hooks left available, via aiTrigger.cs, aiTriggerAction.cs, aiPlayerE.cs & aiPlayerEAction.cs
i.e. Use the onEnter, onExecute, onExit functions
Check out the aiTriggerAction.cs for ideas on how to force other actions.
All other cs's are in compiled form to comply with GG release rules.
Downloads can be found here:
www.bullpendesignstudios.com
Please send any feedback you may have to admin@bullpendesignstudios.com
Based on demo feedback, I'll start to intergrate the other basic items sitting in the wings:
- Roll-in of current script run actions
- Code and asset cleanup where needed
- More pre-set starter objectives
e.g.
ai hunt
ai explore
ai place item
ai activate item
generic call-this-function-from-script action, for a completely script driven action
- Terrain based placement of waypoints (i.e. Similar in functionality to the terrain (bit)mapping-by-height based feature (basically an alternate type of navgraph, with the ability to adjust nodes manually)
- Add target(object) selection for actions
i.e Similar to telegraph functionality (re-directed action)
----------------------------------------------------------------------------------------------------
In other news...
I'm contacting some others who are focusing on an AI Pack, in the hopes of a combined effort.
I figure a combined effort may produce much wider and expansive results for the community overall.
AI Code - Pre-alpha demo is once again ready for download.
Please provide feedback, as it will directly influence the final version.
The download has been split into multiple zips, to accomodate low bandwidth connections.
There are 4 parts.
AI Docs - one zip
AI Demo - 3 zips
The doc was separated for those who may wish to see if they want to download or not.
Please download and read the doc, before launching the demo, as it gives some quick starter info that is useful.
Known issues (with demo version):
- Transition from still animation to move animation is bad...due to use of setThread() from script call.
- Audio profile selection in the Dialog and Sounds panels does nothing...use the script : ) - resolved for next release
Overall it is actually pretty useable even as a skeleton, if you choose to make use of the function hooks left available, via aiTrigger.cs, aiTriggerAction.cs, aiPlayerE.cs & aiPlayerEAction.cs
i.e. Use the onEnter, onExecute, onExit functions
Check out the aiTriggerAction.cs for ideas on how to force other actions.
All other cs's are in compiled form to comply with GG release rules.
Downloads can be found here:
www.bullpendesignstudios.com
Please send any feedback you may have to admin@bullpendesignstudios.com
Based on demo feedback, I'll start to intergrate the other basic items sitting in the wings:
- Roll-in of current script run actions
- Code and asset cleanup where needed
- More pre-set starter objectives
e.g.
ai hunt
ai explore
ai place item
ai activate item
generic call-this-function-from-script action, for a completely script driven action
- Terrain based placement of waypoints (i.e. Similar in functionality to the terrain (bit)mapping-by-height based feature (basically an alternate type of navgraph, with the ability to adjust nodes manually)
- Add target(object) selection for actions
i.e Similar to telegraph functionality (re-directed action)
----------------------------------------------------------------------------------------------------
In other news...
I'm contacting some others who are focusing on an AI Pack, in the hopes of a combined effort.
I figure a combined effort may produce much wider and expansive results for the community overall.
About the author
#2
Ours is almost ready to go sans a fair bit of documentation.. I wouldnt mind trying to get some people together and finally get a single viable pack out there sooner rather than later though, so drop me a mail (from my profile so spammers dont get me :)
Phil.
11/02/2005 (3:37 am)
Dee, get in touch with me about the AI pack stuff..Ours is almost ready to go sans a fair bit of documentation.. I wouldnt mind trying to get some people together and finally get a single viable pack out there sooner rather than later though, so drop me a mail (from my profile so spammers dont get me :)
Phil.
#3
Exactly how I feel as well.
I've already addressed some of the items since the demo version close, so I'm sure both packs could benefit from a merge or co-ordination of some sort.
I agree with the spammers, hence the refrain from an RSS feed post : )
11/02/2005 (4:48 am)
Great Phil!Exactly how I feel as well.
I've already addressed some of the items since the demo version close, so I'm sure both packs could benefit from a merge or co-ordination of some sort.
I agree with the spammers, hence the refrain from an RSS feed post : )
#4
starter.fps/client/init.cs (112): Unable to find function loadStartup
It just hangs.
11/02/2005 (5:47 am)
From the console log for the demostarter.fps/client/init.cs (112): Unable to find function loadStartup
It just hangs.
#5
Try unpacking the zips to their own directory.
and if you'd like to e-mail me the console log, I can confirm.
11/02/2005 (9:31 am)
Not sure you have just my copy....Try unpacking the zips to their own directory.
and if you'd like to e-mail me the console log, I can confirm.
#6
11/02/2005 (12:45 pm)
I see now I needed to extact them all to one folder. I thought it was 3 different exe's
#7
on other terms: In light of you and Phil trying to work together if either of you wanted me to throw my tactic editor in the mix I would willingly do so free of charge. It would be good for sports games and in game scenes as it runs a certain set of actions on cue. It isn't done yet but I am working on all my free time (when I'm not a school or doing homework).
11/08/2005 (5:18 pm)
walking forwards and backwards doesn't work I can only sidestep and I'm holding down "w". I have no Idea whats causing this because the bind files seem in order.on other terms: In light of you and Phil trying to work together if either of you wanted me to throw my tactic editor in the mix I would willingly do so free of charge. It would be good for sports games and in game scenes as it runs a certain set of actions on cue. It isn't done yet but I am working on all my free time (when I'm not a school or doing homework).
#8
The demo has the move keys set to use the cursor keys.
It should be changeable via the Options panel O
Drop me an e-mail re: this tactical editor
11/11/2005 (5:35 am)
@MasterThe demo has the move keys set to use the cursor keys.
It should be changeable via the Options panel
Drop me an e-mail re: this tactical editor

Torque Owner Adrian Tysoe