Game Development Community

Adding AI Players

by Germain Bataille · in Torque Game Engine · 05/23/2005 (3:48 pm) · 9 replies

Hi,

I would like to add some other AI players (with the same AI but starting elsewhere). I thought about adding :


%player2 = AIPlayer::spawnOnPath("Martin","MissionGroup/Paths/Path2");
%player2.followPath("MissionGroup/Paths/Path2",-1);

in aiplayer.cs but that's not working... Is there a simple way to do this....? Where I should declare the %player2 variable?

Thanks

#1
05/23/2005 (4:42 pm)
You may want to take a look at the AiGuard resource (searching here on the google search for "AIGuard" should find it for you)--the documentation is outstanding, and takes you through many different concepts related to AI.
#2
05/23/2005 (6:10 pm)
Thanks for the resource but I folowed all instruction, I add the AIGuard unit and save the mission but when it loads back the guard is not there :(

Do you tried this resource?
#3
05/23/2005 (7:28 pm)
@Germain

What exactly is not working ? the bot doesn't appear ? it doesn't follow the path ?
Has the %player2 variable any value other than 0 ?
#4
05/24/2005 (11:13 am)
The bot doesn't appear at all... :(
#5
05/24/2005 (11:17 am)
The AIGuard resourfce worked great for me. Are you calling loadentities() ?

Are there console errors? Did the script not compile? Did you delete the .dso files from server/scripts ?
#6
05/24/2005 (12:10 pm)
Yes I call loadEntities... Here the error I get in the log :

Compiling starter.fps/server/scripts/aiGuard.cs...
Loading compiled script starter.fps/server/scripts/aiGuard.cs.
Validation required for shape: starter.fps/data/shapes/player/player.dts
*** LOADING MISSION: starter.fps/data/missions/stronghold.mis
...
*** Mission loaded
starter.fps/server/scripts/aiPlayer.cs (248): Unknown command followPath.
Object CrossbowSubExplosion1(50) CrossbowSubExplosion1->explosionData-> GameBaseData->SimDataBloc->SimObject
------------------------------------------------AIGuard LoadEntities
Guard entities disabled...
Hiding Guard markers..

So I can add a AIGuardMarker and I see it in the editor... I save the mission and when it loads back there is no guard at all...

Germ
#7
05/25/2005 (3:59 am)
Guard entities disabled...

you dont have them enabled... there is a flag in AIGuard.cs that sets them to be enabled. By default it is turned off. Enable the guards...
#8
05/25/2005 (5:47 am)
Thanks! That was it! Now it's full of guard everywhere lol...

But they just follow the player they don't attack and when I shoot them they don't loose energy...

Is it normal?


Germ
#9
05/25/2005 (5:54 am)
They should die when you shoot them enough... Trace teh code, and make sure they are settiung the imagetrigger ... place some echos to see what is going on.