AI tutorial

There are no stupid questions, just stupid answers.
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Duion
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by Duion » Sun Nov 11, 2018 7:02 pm
@
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GAN

You can just download Uebergame and play around there with the bots, I have build everything already. Study the editor and the code and see how it works inside the game.
XIXWYRMEXIX
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Joined: Sat Mar 07, 2015 3:13 pm
by XIXWYRMEXIX » Tue Nov 13, 2018 4:10 pm
I would suggest doing as Duion suggests. I did Steve Yorkshires old tutorials a few years ago and it was a huge help to me for figuring out how AI works in torque. I am still playing with different AI concepts, it is something I enjoy doing.

The Nav mesh does not "make" AIPlayers. The Nav mesh is there for AIPlayers to get around more intelligently. It is there so the AIPlayers you have will be "smarter" in choices of movement. You still have to script out how and who spawns where, then script out how the AIPlayer takes advantage of the Nav mesh (cover places, jump places, etc.). Also the Nav mesh is not the only navigation method you can use. I.E- You do not "need" to use the Nav mesh to make AIPlayers move around. Its just a really cool tool.
GAN
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Joined: Sun Oct 14, 2018 6:50 pm
by GAN » Tue Nov 13, 2018 5:20 pm
Thanks guys. I'll dig deeper into the AI.
GAN
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Joined: Sun Oct 14, 2018 6:50 pm
by GAN » Tue Nov 13, 2018 8:55 pm
$myBot01 = aiAddPlayer("Bill Gates");



It's a start. :-)
GAN
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Joined: Sun Oct 14, 2018 6:50 pm
by GAN » Sat Jan 26, 2019 7:12 am
Here you go.

http://wiki.torque3d.org/scripter:how-d ... ed-with-ai

And Duion, Uebergame looks awesome. I have been playing around with it.
rlranft
Posts: 309
Joined: Thu Feb 05, 2015 3:11 pm
 
by rlranft » Fri Mar 22, 2019 10:40 pm
This is a complex topic.
I highly recommend working through all of the World Editor and Scripting documents : http://www.roostertailgames.com/TorqueRef/index.html (this is my personal copy - there are others available that may be more up-to-date).
Much of the documentation is outdated but if you're willing to work through the initial learning curve it shouldn't be too hard to adapt the older examples to the newer engine.
AI isn't built in, you have to script it yourself. AIPlayer objects exist, but without some scripting they will just stand there.
Hurdles
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Joined: Sat Mar 30, 2019 10:31 am
by Hurdles » Mon Apr 01, 2019 2:54 pm
What exactly makes your documentation outdated, rlranft?
Azaezel
DEVGRU
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Joined: Tue Feb 03, 2015 9:50 pm
 
by Azaezel » Mon Apr 01, 2019 4:06 pm
for clarity on the 'so where's this debug tool you're talking about':
https://youtu.be/71P74Vd_ZSQ
though I can't say i'd agree that https://github.com/GarageGames/Torque3 ... r.cs#L270 is the most straightforward example on the planet. For that i'd second studying steve's work.
rlranft
Posts: 309
Joined: Thu Feb 05, 2015 3:11 pm
 
by rlranft » Fri Dec 20, 2019 10:59 pm
What exactly makes your documentation outdated, rlranft?
"Exactly?" I would say that you could diff my documentation in GitHub against the official to find out what exactly is different, but beyond that any time the engine changes or new features are added my personal copy gets farther and farther out of date.
I think http://roostertailgames.com/TorqueRef/c ... otype.html and http://roostertailgames.com/TorqueRef/c ... type2.html will still work but I haven't tried to get these scripts functioning in anything after 3.8 so they may have broken due to engine-side changes.
Bloodknight
Posts: 304
Joined: Tue Feb 03, 2015 8:58 pm
by Bloodknight » Fri Dec 20, 2019 11:10 pm
Should also point out that UAISK is also available on GitHub somewhere, i'll pst the link if I can find it soon
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