Game Development Community

Help with copying bots

by Kevin Ostrowski · in Torque Game Engine · 02/26/2002 (6:25 am) · 3 replies

I'm working on my own bot files. Instead of just messing with the aiPlayer.xx files, I copied them to aiIdiot.xx. I then replaced every instance of aiPlayer with aiIdiot in those files. I searched, and the same number of references show up in my project, so I got them all.

My idiot dudes work fine. I can add them, move them places, etc. just like the standard bot guys. The only thing that I've edited so far is their speed. The one thing that doesn't work is that my idiots won't send throwCallbacks to aiIdiot.cs. The aiPlayer will tell me he's been added, when he's moving, etc, but my aiIdiots won't. I think my idiots are mute as well as dumb.

I need to get my idiots to interact with their aiIdiot.cs file. What have I missed that I need to do?

#1
02/26/2002 (7:09 am)
D'oh! I didn't realize that the .dso files would mess me up. I'm still new round these parts. What are those anyway? Thanks
#2
02/26/2002 (7:32 am)
.dso files are just the compile .cs files.
if you change a .cs the engine should know to recompile
and generate the .dso
if it does not, just delete the .dso for the corresponding .cs you wish to force a recompile on

-Ron
#3
02/26/2002 (7:05 pm)
I've had some problems recently with dso files in that they don't recompile when a small (but very important) change occurs.

Whenever that happens (and I know there isn't an error) I just delete the dso file and viola! It's compiled!

I've just begun messing with bots last week, and it's pretty fun. I got them to run around wherever I want them (no pathfinding though) and I can call all bots to run at me (hehe, try this with 20 bots and it can look lik an invasion) I still haven't tried to get them to jump or shoot, but that's for another time...