Game Development Community

The Universal AI Starter Kit

by Twisted Jenius · in General Add-On Discussion · 09/24/2009 (11:30 am) · 112 replies

If anyone has questions about The Universal AI Starter Kit, post them here and I'll get back to you as soon as I can.

If you're having any problems using the kit, please be sure to give the following information in your post:
-The version of Torque you're using.
-The version of The Universal AI Starter Kit you're using.
-What other kits, customizations or modifications your test environment has. If you don't have any code changes at all, then just say that you don't have any.
-As detailed of a description as possible. Give steps to reproduce the issue if needed.

First make sure everything is compiling. Then check the console log for errors. Then try reinstalling the kit again from scratch. I and many other people have successfully installed and used this kit based on my instructions. So your problem is likely caused by one of two things- you're trying to do a custom, non-default install; or you didn't follow the instructions properly. The solution to your problem is most likely in the instructions and it's probably faster and easier for you to check them than to wait for a reply here. If you still can't get this to work, be sure to be as detailed and clear as possible while asking for help (especially if you're doing a non-default install).

One consistent concern is that many people don't provide enough information about the problem that they are having and what other modifications that they are using which may be the actual cause. Any changes you have made to the stock version of torque or this kit, can be (and is likely) the cause of the problem.

Short version: Give me details!!!!!!!!





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#1
09/24/2009 (10:14 pm)
Hi Jenius. Your kit looks very exciting

But is it necessary to recompile the engine before using or? And can it works with Torque 1.3?

Regards Jan :-).
#2
09/24/2009 (10:26 pm)
@Jan Sorensen

Because The Universal AI Starter Kit is entirely made in script, there is no need to recompile your project at all; assuming you left in the default, stock AI code, because the stock code is used to help with performance.

I know that the kit can work with TGE 1.4, but I'm can't say for certain about 1.3. If I had to take a guess, I'd say that it does work but would require a custom install (which there is instructions for in the kit).
#3
09/24/2009 (10:51 pm)
Hi again Jenius. Thanks for quick answers and okayy :-).

But I have a question more.. Have your kit a specially demands to the DSQ files? I ask because we not use ‘standard Torque figures’ as Orcs and so.

Jan :-).
#4
09/24/2009 (11:02 pm)
@Jan Sorensen

I've attempted to keep the animations and dts models as independent as possible from the AI. Any animations should work this kit, as long as it's setup correctly and in working order everywhere else in the game.
#5
09/24/2009 (11:24 pm)
@Jenius :-).

Thanks for answers, I will try to see what happen.

Jan :-).
#6
09/25/2009 (7:41 am)
Hey Twisted, I bought the kit and love it all the way. Is there any hope of some tutorials to be made for this awsome kit, on how to setup everything like teams and stuff that you see in the above movie???
#7
09/25/2009 (8:21 am)
One more question.....How do I make the AI player shoot me from a greater distance away?? As of right now its like I have to get pretty close before they start to shoot me.....Thanks Twisted for any help in advanced.....Donnie
#8
09/25/2009 (1:48 pm)
No I do not have script knowledge enough to convert ‘the Kit’ to Version1.3. To many console ‘mis-messages’ for me :-D, so I stop here.

Jan..
#9
09/25/2009 (3:27 pm)
@Donnie Hutson Jr.

To get a bot to fire at you from a long distance, you should increase the value of "maxRange" and "ignoreDistance"; "maxRange" is located on the marker (using the editor) or in the bot's datablock, "ignoreDistance" is in your weapon's datablock. The usage instructions cover this in detail.
#10
09/25/2009 (3:51 pm)
@Jan Sorensen

Can you send me a copy of your version of aiPlayer.cc (a source code file in the "game" folder)? Send to me at: TheBrain AT TwistedJenius DOT com

I'll look it over real quick to check if it's compatible or not.

Until then, I recommend trying to redo the install instructions again; very slowly and carefully from scratch.
#11
09/26/2009 (12:04 am)
@Jenius..

I’m don’t sure I can ’decode’ you Mail address correct :-D. So please send your address to my Mail, you can find my Mail in my profile here.

Jan :-).
#12
09/26/2009 (12:37 am)
ok, bought the kit,
now maybe I'm just retarded, but when the game begins, the bots just stand there, breathing. nothing else.
this is in T3D.
has anyone else who owns T3D purchased this kit?
have you managed to get it working?
if so, how?
I'm using the fps genre kit, not the full template.
anyone??
#13
09/26/2009 (12:55 am)
Currently I don't own (or officially support) T3D. So the only thing I can tell you is to go over the install instructions again and check if you're getting any console errors. Even thought I don't "officially" support T3D right now, the AI should still work a bit better than just standing there.
#14
09/26/2009 (1:07 am)
re: deepscratch's problem

Does the kit rely on the AIManager script object? I saw the FPS Genre Kit mentioned, and well I disabled the AIManager a few betas ago. Shouldn't cause a problem if it doesn't. Since it's all script then it should easily work across all engines.

@deepscratch:
<off topic> By the way, the Template/FPS Kit structure will be a bit different next release.
#15
09/26/2009 (1:15 am)
@Michael Hall

No, The Universal AI Starter Kit doesn't use the AIManager. This kit is a significantly improved version of my previous resource the Improved AI Guard Unit, which I believe you're familiar with.
#16
09/26/2009 (4:12 pm)
hi,
I found out why they wernt doing anything, got them moving about,
but,
now my log is FULL of this error, just repeates on and on and on, non stop.

aiPlayer.cs (1877): Unable to find object: 'TeamSet1' attempting to call function 'getCount'

any ideas?
#17
09/26/2009 (4:35 pm)
Make sure you setup the follow correctly (adjusting it for T3D if needed).

Step 8:
File- scriptsAndAssets/server/scripts/game.cs
Function- GameConnection::createPlayer()
#18
09/26/2009 (4:40 pm)
@Donnie Hutson Jr.

Quote:Is there any hope of some tutorials to be made for this awsome kit, on how to setup everything like teams and stuff that you see in the above movie???

With my first major update, I'm planning on putting out a tutorial that shows how to do a default install and use the editor. I look into doing other tutorials after that, but I'm currently not planning on any.
#19
09/26/2009 (4:56 pm)
ah, you see, there is no more a "GameConnection::createPlayer()" function in T3D,
it is now this:
function GameConnection::preparePlayer(%this)
and,
adding the instruction there instead, and changing
%player
to
%this.player
leads to what is expected.
all out war, a battle royale of two teams, shooting, killing, glee on my part, as they shoot it out. EXCELLENT.
mm, gotta change the one shot kill I got set up.
well,
it seems it was cash well spent, this resource has just bumped up to number 1 on my rather short list.
thanks TJ
#20
09/26/2009 (4:58 pm)
MORE GLEE!!
this is awesome!!
and they can drive too!!
not very well, but still, one of them just knocked me down!!!
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