Placing AI mobs in map
by Benjamin Birney · in Torque Game Engine · 03/29/2005 (7:36 am) · 3 replies
I'm having a little trouble figuring out how to actually attach an AI script to a shape that bops around in the game. I've got a script that I think will work (after I debug it), but I'm at a loss as to how to place it into the game. All the things I see in the World Editor Creator are just gear, static shapes and whatnot - where do you actually place an AI mob?
Are there any places you need to reference it in code aside from its whatever.cs in starter.fps/server/scripts? I've noticed that my .cs script isn't getting turned into a .dso when Torque launches... so I suspect there's someplace I need to tell it to load up that script, I just don't know where it is, and can't find it in the documentation anywhere...
Any help would be greatly appreciate. Thanks!
Ben
Are there any places you need to reference it in code aside from its whatever.cs in starter.fps/server/scripts? I've noticed that my .cs script isn't getting turned into a .dso when Torque launches... so I suspect there's someplace I need to tell it to load up that script, I just don't know where it is, and can't find it in the documentation anywhere...
Any help would be greatly appreciate. Thanks!
Ben
#2
Ding, I win a cookie.
03/29/2005 (8:04 am)
Upon closer examination, I discovered that the console was in fact bawling about a syntax error in my script, but I didn't see notification of it in the main window. So it was never loaded, and I couldn't place it the AIMarker.Ding, I win a cookie.
#3
03/29/2005 (10:20 am)
There was a recent resource about adding custom objects to the World Editor. That'll show you how to add AI players to the build menus.
Torque Owner Benjamin Birney
exec("./aiscientist.cs");
(aiscientist.cs is the name of my new script)
...but it still didn't get turned into a .dso at runtime, though other scripts in that folder were.
After looking at some sample code I realized that I need to place the AIMarker object in the map, which will be turned into my little guy once the map is loaded. So I just need to get Torque to actually look at my script now.