There are no stupid questions, just stupid answers.

Johxz
Posts: 411
Joined: Sat Feb 07, 2015 11:37 pm
@
buckmaster
sorry to ask again navPath object don't exist on 3.7rc, I already have an AI Player going to a waypoint to another using specific position, but how can I use navPath?

how can I use it? I trying using script but don't work for me.

I use this example

%path = new NavPath() {   mesh = "Nav";   from = "0 1 0";   to = "0 10 0";};// Path now goes from (0, 1, 0) to (0, 10, 0)// Change the destination!%path.to = "10 0 0";// And replan%path.plan();

buckmaster
Steering Committee
Posts: 321
Joined: Thu Feb 05, 2015 1:02 am
Oh dear. That should work. Sorry for not getting back to you about the editor. I think at some point I removed the nav-specific object classes from the editor, though it appears cover point is back. Though I should probably stick navpath back as well.

That script breaking is concerning. Any errors in the console at all?

Johxz
Posts: 411
Joined: Sat Feb 07, 2015 11:37 pm
Sorry for not getting back to you about the editor.

Don't worry mate... Well sorry I was a little confused because some tutorials around walkabout always says add from gui. No error on the console. I will do more test with navPath, maybe it's me, not using it the way it should.

by the way, I already have a bot running around walls from a waypoint to other so thank you for all the help. (setPathDestination)

EDIT:

I'm doing all wrong? I do this...
==>new NavPath(myPath) { mesh = "MissionGroup\theNavMesh"; from = "94.79 156.83 512.75"; to = "119.9 115.4 512.9"; };5724

==>myPath.from94.79 156.83 512.75

==>myPath.to119.9 115.4 512.9

==>myPath.plan();0

==>new AIPlayer(Bob) { datablock = "DefaultPlayerData"; position = LocalClientConnection.camera.getPosition(); };5725

Here nothing...
==>Bob.followNavPath("myPath");==>5725.followNavPath("myPath");==>Bob.followNavPath(myPath);==>5725.followNavPath(myPath);

==>myPath.size();0==>myPath.getNode(0);0 0 0==>myPath.getNode(1);0 0 0==>myPath.getLength();0

buckmaster
Steering Committee
Posts: 321
Joined: Thu Feb 05, 2015 1:02 am
plan() returning 0 means it failed for some reason - could be anything. Damn, I thought there should be some console logs when that happened. I might see if I can add some helpful error messages for you to retrieve if a plan fails. You're using it right, though!

Duion
Posts: 845
Joined: Sun Feb 08, 2015 1:51 am

I just noticed that there exist no multiplayer AI tutorials and I also have never seen anyone having multiplayer bots working.

Johxz
Posts: 411
Joined: Sat Feb 07, 2015 11:37 pm
Duion wrote:I also have never seen anyone having multiplayer bots working.

FYI

Duion
Posts: 845
Joined: Sun Feb 08, 2015 1:51 am

Well technically that is not multiplayer.

damik
Posts: 28
Joined: Thu Jun 23, 2016 12:02 pm
Duion wrote:I also have never seen anyone having multiplayer bots working.

Duion
Posts: 845
Joined: Sun Feb 08, 2015 1:51 am

@
damik

And what I originally meant was, that I have never seen a multiplayer game with Torque that has bot players.
Some demo that someone slapped together in a few days does not count for me, since I know from experience that those few days can turn into weeks or months, if you want to have it working properly.
Of course those games may exist, but as I said I have not seen them, most games are either single player or something entirely different.
When I created my multiplayer bots I could not find anything about how to create multiplayer bots.

Just adding an aiPlayer that walks around and shoots anything is not a proper multiplayer bot, he needs to know how to navigate in the level and how to engage enemy players and how to not engage friendly players, how to find items/health etc, then he also needs to join the server, join the game, appear in the server browser as a player and in the scoreboard with his scores... and those are just the basics, that is what I would call a multiplayer bot.

Johxz
Posts: 411
Joined: Sat Feb 07, 2015 11:37 pm
Duion wrote:And what I originally meant was, that I have never seen a multiplayer game with Torque that has bot players.

How...? You never see a MP game with Torque and bots? I don't understand... you mean soldier FPS bot? or any kind of bots like spaceship bots, car bots, every game need is different.....

Duion wrote:Of course those games may exist, but as I said I have not seen them, most games are either single player or something entirely different.

What you mean "something entirely different"? different to your game?

I thinks you need seriously to take a look to my list duion, https://github.com/John3/awesome-torque3d

What games to comes to mind is "Legions: Overdrive", "Determinance", "Talon", "Metal Drift" or "AX:EL - Air XenoDawn", all this games develop with Torque3D with bots, but there are a lot of MP with "bots", I recall you about the old game "Tribes 2", almost all Torque 3D or TGA games have some form of multiplayer with bots.

Duion wrote:When I created my multiplayer bots I could not find anything about how to create multiplayer bots.

Multiplayer bots just specially for your game? because that don't exist, you need to build you own bots for you game.

AI Tutorial? yep we have some tutorials, resources and products.... again take a look to my list https://github.com/John3/awesome-torque3d#ai (yes I know is small)

Specially for you game maybe this can work for you "Tactical AI Kit" download the demo and take a look.

Duion wrote:Just adding an aiPlayer that walks around and shoots anything is not a proper multiplayer bot, he needs to know how to navigate in the level and how to engage enemy players and how to not engage friendly players, how to find items/health etc, then he also needs to join the server, join the game, appear in the server browser as a player and in the scoreboard with his scores... and those are just the basics, that is what I would call a multiplayer bot.

Not sure how to answer this. It seems you need to research a little more about AI. For that reason you need to develop your AI for the need of your game.

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