Aiconnection class
by DIAG · in Torque Game Engine · 01/23/2004 (9:20 am) · 7 replies
Hey,
just a quick question. has anybody had any luck with the aiConnection? if so, would you be able to post some details about it?
cheers
just a quick question. has anybody had any luck with the aiConnection? if so, would you be able to post some details about it?
cheers
#2
03/01/2004 (8:49 pm)
It lets you make an AI controlled connection to the server - a dummy connection, essentially. Can be handy for AI programming tasks. You'll know when you need it. :)
#3
03/02/2004 (12:45 am)
Just to let people know. I used it and found it to be quite good. When i used a mixture of the aiplayer class and real players, i found i had to change code in places to deal with both types of players. with aiconnection class, i could use the same code for both, as both had net connections, and therefore i could get a handle on both types quite easily!
#4
What did you have to do to get AIConnection to work again?
I understand that the "new" AI stuff (AIPlayer) is supposed to make it easier to make games with a large amount of enemies, like a RPG, RTS, or singleplayer FPS without terrible lag problems. My game is more Quake 3/UT-ish though, all the players are essentially the same, regardless of whether they are AI controlled or not. I don't have some diverse multitude of enemy types, and there will probably only be about 8 players max in a game at a time. It would save me a lot of trouble if I didn't have to worry about whether or not a player were a real player or an AI player. I'm running into annyoing issues where things will work for real players but not for AI. The most obvious example is that the bots don't show up in the scoreboard. It's probably easy to fix that specific problem, but it just doesn't seem right to make everything work twice.
Anyway, I just think that it would make the scripts less complex if I could make the ai characters clients, too. I can't seem to figure out how to use the old stuff, though, I just keep getting crashes, so I'd really apprciate it if you could tell me how you got this to work.
09/04/2004 (5:32 pm)
Well, this thread is a little old, but oh well.What did you have to do to get AIConnection to work again?
I understand that the "new" AI stuff (AIPlayer) is supposed to make it easier to make games with a large amount of enemies, like a RPG, RTS, or singleplayer FPS without terrible lag problems. My game is more Quake 3/UT-ish though, all the players are essentially the same, regardless of whether they are AI controlled or not. I don't have some diverse multitude of enemy types, and there will probably only be about 8 players max in a game at a time. It would save me a lot of trouble if I didn't have to worry about whether or not a player were a real player or an AI player. I'm running into annyoing issues where things will work for real players but not for AI. The most obvious example is that the bots don't show up in the scoreboard. It's probably easy to fix that specific problem, but it just doesn't seem right to make everything work twice.
Anyway, I just think that it would make the scripts less complex if I could make the ai characters clients, too. I can't seem to figure out how to use the old stuff, though, I just keep getting crashes, so I'd really apprciate it if you could tell me how you got this to work.
#5
09/06/2004 (12:11 pm)
AIConnection exists so that you can have a "fake" connection to associate with AI controlled objects. It makes your code significantly nicer.
#6
GameConnection:AIConnection
Player:AIPlayer
Are both needed? Either or?
Does a player who is controlling an avatar have a GameConnection to the server representing that avatar?
Does he have a Player object representing his local view of himself which is ghosted to other logged in player clients?
Does he have both?
An AIConnection connects what to what?
tone
08/06/2005 (9:20 am)
I am really confused on this.GameConnection:AIConnection
Player:AIPlayer
Are both needed? Either or?
Does a player who is controlling an avatar have a GameConnection to the server representing that avatar?
Does he have a Player object representing his local view of himself which is ghosted to other logged in player clients?
Does he have both?
An AIConnection connects what to what?
tone
#7
08/06/2005 (8:46 pm)
Please see my response at www.garagegames.com/mg/forums/result.thread.php?qt=33089
Torque Owner Nathan Chow
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