questions on zombie pack and AIManager
by Ahsan Muzaheed · in Torque 3D Beginner · 03/06/2012 (10:25 am) · 4 replies
for a contract work i was playing with aiplayer from gg's zombie pack.
there are couple of things that i have faced during this work.
none of them was a problem but i am interested to know about them.
if anybody know the answer please post them.
*like cheetah sometimes zombies also fall through terrains.is it a problem with gg's zombie pack(i will try with other zombie later) or a problem in scripts.also i have seen grenade of lurker goes through terrain(even in empty room)..
*if u fire a lurker granade and it falls on head or chest height of zombie then granade moves/slides to zombie's head position.hard to drop granade on that position.but if u can then it will happen.if interested then i will post an video also.
*my aiplayers are working fine without any aimanager.then why aimanger is in
GameCore::startGame().
what is the purpose of AIManager?in old engines and also in t3d?
***** it is a problem and still unsolved.running or chasing player through 2-3 minute make the zombie to die.i have inherit their datablock from "DefaultPlayerData".may be a value is draining their energy when they are running.i have tried by adding "runEnergyDrain=0;".after adding it they can now run much longer time before dying.but still they are dying.so may be their is another field which is still draining energy.
any idea?
there are couple of things that i have faced during this work.
none of them was a problem but i am interested to know about them.
if anybody know the answer please post them.
*like cheetah sometimes zombies also fall through terrains.is it a problem with gg's zombie pack(i will try with other zombie later) or a problem in scripts.also i have seen grenade of lurker goes through terrain(even in empty room)..
*if u fire a lurker granade and it falls on head or chest height of zombie then granade moves/slides to zombie's head position.hard to drop granade on that position.but if u can then it will happen.if interested then i will post an video also.
*my aiplayers are working fine without any aimanager.then why aimanger is in
GameCore::startGame().
function GameCore::startGame(%game)
{
.................
....................
...................
// // Start the AIManager
// new ScriptObject(AIManager) {};
// MissionCleanup.add(AIManager);
// AIManager.think();
}what is the purpose of AIManager?in old engines and also in t3d?
***** it is a problem and still unsolved.running or chasing player through 2-3 minute make the zombie to die.i have inherit their datablock from "DefaultPlayerData".may be a value is draining their energy when they are running.i have tried by adding "runEnergyDrain=0;".after adding it they can now run much longer time before dying.but still they are dying.so may be their is another field which is still draining energy.
any idea?
About the author
Torque 3D enthusiastic since 2010.Have been working in several T3D projects besides of Unreal Engine 4 and Unity 3D. NEED a hand with your project? SHoot me a mail. http://www.garagegames.com/community/forums /viewthread/138437/
#2
I've seen an issue were a grenade-like projectile would jitter and "climb" up a player (or other objects) if you hit one directly above it's box center. Is this what you seeing? If so, it's been a problem since Tribes.
03/11/2012 (12:14 pm)
Daniel nailed it. When I asked to remove the AiManager, I was told to simply comment it out so that it would be a simple task for noobs to re-enable the dumb pathed AI. It is simply a container-like Script Object responsible for holding the Namespace that controlled the "thinking" processes for the bot. It could still be useful if some actual functionality was added to the stock AI scripts, though there are many ways of achieving the same result without using it.I've seen an issue were a grenade-like projectile would jitter and "climb" up a player (or other objects) if you hit one directly above it's box center. Is this what you seeing? If so, it's been a problem since Tribes.
#3
yes.it climbs up.here,climing is perfect then move or slide.
may be there is an option to see collision box during game play!!!!!
i will try to upload a video for those who never have seen this.
then why not they remove it.for being helpful for a noob or it is still here to support the old scripts?
i think it should be removed.there is no any helpful documentation on it.and i have spend several days to understand it.if it was not here or there was doc on it then my time was saved.
:( :( :( :(
03/12/2012 (7:04 am)
Quote:"climb" up a player (or other objects)
yes.it climbs up.here,climing is perfect then move or slide.
Quote:if you hit one directly above it's box centernot sure.i will try to see that.
may be there is an option to see collision box during game play!!!!!
Quote:it's been a problem since Tribes.then why it was not fixed.there are a lot of this type of small facts.those are not very important.so never was tried to fix.
i will try to upload a video for those who never have seen this.
Quote:"The AIManager is legacy code, though it never really served much purpose."
then why not they remove it.for being helpful for a noob or it is still here to support the old scripts?
i think it should be removed.there is no any helpful documentation on it.and i have spend several days to understand it.if it was not here or there was doc on it then my time was saved.
:( :( :( :(
#4
03/12/2012 (12:18 pm)
The AIManager was originally intended to be reenabled once a level had been added that would have made use of the pathed AI. Time constraints prevented that level from ever being included. A few versions later and Torque 3D has a different team and manager so that level is lost. There are many, many, many posts where I and others have explained over and over how to make use of the AIManager and the (limited) pathed AI, I can't account for the Documentation and it's lacks as I've never read it.
Torque Owner Daniel Buckmaster
T3D Steering Committee
Not quite sure what you mean about the grenade dropping - maybe a video would help!