Follow player AI

Scripting questions, discussions, etc
4 posts Page 1 of 1
saindd
Posts: 220
Joined: Wed Apr 15, 2015 3:20 am
by saindd » Sat May 02, 2015 12:19 am
I went through the FPS tutorial by GarageGames but i wasn't able to find any docs on enemy AI. I wanted something very simple: a zombie that follows the player and melee attacks him. Do i have to generate a navmesh, like in Unity, or is it pure, using A*? Is there something built into the engine for this?

Also, how do i make the AI networked? So another player in the server can also kill him.
rlranft
Posts: 298
Joined: Thu Feb 05, 2015 3:11 pm
 
by rlranft » Sat May 02, 2015 1:44 am
Start with the RTS Prototype - that'll get you making AIPlayer objects that you can control. http://www.roostertailgames.com/TorqueR ... otype.html

Also, look at the AI Tutorial scripts : https://github.com/RichardRanft/AITutorial - they'll show you one way to make your units think, attack, work in teams, and communicate.

Recast/Detour is built into T3D - so you have a nav-mesh available if you need smarter pathfinding. The way the tutorials are set up the units will run into stuff and get stuck sometimes, but if you generate a nav-mesh and use it to generate paths, then tell the units to follow those paths, you'll be good to go.

AIPlayer is networked automatically - you create the unit on the server and everyone sees it. It's magic (unless you really want to spend some time reading networking code....).
Johxz
Posts: 441
Joined: Sat Feb 07, 2015 11:37 pm
by Johxz » Sat May 02, 2015 5:18 am
And you have this... how can I start with AI on T3D? http://forums.torque3d.org/viewtopic.php?f=12&t=161
Jason Campbell
Posts: 251
Joined: Fri Feb 13, 2015 2:51 am
 
by Jason Campbell » Mon May 04, 2015 4:20 am
This guy made the most basic of Zombie AI.

http://www.imjustacoffeefilter.com/zombiechase.htm
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