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Tactical AI Kit: Multiplayer Demo

by Bryce · 04/03/2009 (11:23 am) · 27 comments

I decided this week to see if the Tactical AI Kit code functions in a multiplayer game. It does. So now, we have a demo.

Download: torque.abigholeintheweb.com/public_system/demos/TAIK_Multiplayer_v4_3_09.zip

This is the Tactical AI Kit code I have been working on thrown into a clean install of torque. It's pretty basic. Three maps, everyone spawns with a submachine gun, constantly spawning AI.

Open up the game, and use the Join Server box and the Query buttons to find a server to play on. If there are none, make one with the Start Mission box (make sure Host Multiplayer is checked). The AIManager will endlessly spawn a certain number of NPCs all over the map and respawns them as necessary. Wander around the map, take out as many NPCs as you can. (P.S., only shoot NPCs, not human players. They are on your team).

Controls:
Fire-Left mouse
Move-W,A,S,D
Zoom-E
Crouch-C
Jump-Spacebar
Suicide-Ctrl+K

I'll be running a server for a little while today, so join soon.
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#1
04/03/2009 (11:38 am)
Hi Bryce, I'll host it for you on my Novo Geek server. Just let me know if you want me to do this for you ... and then I will upload it for you and send you the link.
#2
04/03/2009 (11:48 am)
That would be great! Send the link to tgebryce@yahoo.com (or just post as a comment here)
#3
04/03/2009 (12:07 pm)
I'll be sure to check it out.
#4
04/03/2009 (12:15 pm)
Busy uploading the file for you now ... will send you the link when it is done. :)
#5
04/03/2009 (12:16 pm)
DL'ed it and played it for a few minutes. I loved how the AI actively sought cover. I also liked how once they found it, they continued to shoot and duck. I was always interested in your work on this, and now having tested it, I'm even more so. I'll check it out further after work.

Nice job Bryce
#6
04/03/2009 (12:18 pm)
Hmmm... can anybody join servers? I can't find any even thought the search goes through the ping stage
#7
04/03/2009 (12:27 pm)
Bryce: Check your e-mail ... I sent you the link. Let me know if everything is ok. :)
#8
04/03/2009 (12:44 pm)
Alright...to join servers, type the following into the console:
$Client::MissionTypeQuery = "any"; $Server::MissionType = "any";

I'll re-host the file soon, I'll post when that happens.
#9
04/03/2009 (3:14 pm)
Very impressive demo, Bryce. They make good use of cover, I just wish they moved around a little more. It's not as realistic or tactical, but I think it would add to the "fun-factor" for certain games, having them move from cover to cover more often, giving you a chance to shoot, or charging at you, they just tend to feel very static and anchored in a firefight (even though that is what you would want to do when being shot at :-P ). Great work on them so far, the AI definitely outplay me, even with aim rates set horribly low.

-The Raycast dude :-P
#10
04/03/2009 (3:31 pm)
The AI of the demo is just awesome, the gameplay was really fun in multiplayer, and the fact that you have left the editor in was great, I had really much fun with you and Morrock.

-The Fresh Meat of Bel Air
#11
04/03/2009 (4:32 pm)
Spent just a few minutes playing, not networked. A few things I noticed.


1) After being killed NPCS all hovered around my body. I could easily respawn walk up behind them unnoticed and kill them all.

2). Reaction time is to fast and they are to accurate/easily fooled. I fired at two and they hid behind a barracade. Then I simply walked around behind the barracide and kiiled both. Second time I wanted to see reaction time. I shot above close to them and both NPCS turned around in tandem and killed me.

Seems like they are not moving and functioning at random, but rather in a linear decision structure?
#12
04/03/2009 (4:33 pm)
@Morrock: They do periodically move from cover to cover (weighting the markers allows me to do this, so if the benefit of a better shot is more than the cost of running out in the open, they'll move up), a getRandom() function determines when they should this. I have yet to hook it up to a global variable.
@Tuomas: I had a lot of fun as well. Liked the night mission you put together :)
#13
04/03/2009 (4:35 pm)
I uploaded the new game, you should be able to see servers in the list (if there are any hosted, of course)

edit: Just thinking...why can't I ever release a working demo the first time? Geez...
#14
04/03/2009 (4:40 pm)
that host is givin me hella hard time downloading that demo... want it up on mediafire if i manage to pull it down ?
#15
04/03/2009 (6:23 pm)
Spent a few minutes poking at this and it does look pretty cool. Keep up the good work.
#16
04/03/2009 (7:04 pm)
another link to Bryce's demo: torque.abigholeintheweb.com/public_system/demos/TAIK_Multiplayer_v4_3_09.zip

..this is my public torque user file system. Let me know when you have the next demo Bryce. *Anyone can inform me of demos they need hosted*.
#17
04/03/2009 (7:15 pm)
Ah, thanks eb. I remembered your earlier forum post about hosting and was searching for it before I got lazy and found something on google :)

@Randy: As for the "hovering", they are in their react state. After attacking, they assume that you did not come alone, and they plant themselves within a radius of that area. It doesn't look right when the player is alone, but when you play with an AI squad or group of human players, the NPC does his job and usually manages to take down their victim's backup.
As for the reaction time thing, NPCs pay attention to where they last heard gunshots. When you fired shots above their head, they spun around to look where they heard gunfire, and in the next think cycle (500ms), they notice you and attack. In the code files, it is possible to up their think delay to suit you.
#18
04/03/2009 (9:37 pm)
@bryce,

It was fun to play your demo. Nice job.

What I'd like you to consider is more dynamic movements of NPCs. In most situation, they were holding their position. In this case, for example, how about making them move from barricade to barricade to get better position. And when they move to another position, it will be good if they move more quickly or throw their body to that position.

Sometimes they need different kind of movement. When they were moving to find me when I hid, their movement was that of NPC. If they move very carefully, staring at the position where they lost the enemy, being ready to fire at any moment, that will make their movement more like that of human.

In addition to that, it will be good if the NPCs have the ability to handle various kind of weapon like sniper gun, rocket Launcher, grenade, at least.

It was really nice to see your progress. I'm watching it with great interest. May the power with you.

#19
04/04/2009 (2:51 am)
Woo! Good to see another update; I'll be trying it out soon.
#20
04/04/2009 (3:24 am)
It works really well bryce although I got my arse kicked to start off with.

Can't wait to see more developments on this kit
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