BadBehavior: Behavior Tree System for Torque 3D

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Johxz
Posts: 447
Joined: Sat Feb 07, 2015 11:37 pm
by Johxz » Sun Apr 05, 2015 5:05 am
Wooow.... this is a must for T3D 3.8.

Thx for share your work :)
Just curious will go to include in the next version?
HeadClot
Posts: 85
Joined: Sat Feb 07, 2015 1:29 am
by HeadClot » Tue Apr 07, 2015 8:32 am
Really nice work :)

Cannot wait to use it :)
jay1ne
Posts: 34
Joined: Thu Feb 19, 2015 2:24 am
by jay1ne » Tue Apr 07, 2015 2:27 pm
Anybody interested in helping me extend it?
PM me...
chriscalef
Posts: 381
Joined: Mon Feb 09, 2015 7:48 pm
by chriscalef » Tue Apr 07, 2015 4:50 pm
I'm interested! I just dropped the thing into my OpenSimEarth game project, (which is currently just my physx3 advanced tree plus my world server branch) and I intend to customize BadBehavior to drive my PhysicsShape objects around. Not sure how applicable my work will be to people using them primarily with AIPlayer but I'll be happy to share anyway.
jay1ne
Posts: 34
Joined: Thu Feb 19, 2015 2:24 am
by jay1ne » Fri Apr 10, 2015 12:20 am
I remember the editor ecstasy motion had. That would be nice to extend or add some of those functionality to it.
I was planning on getting it working with twisted jenius AI marker editor, to try bypassing using the console to spawn a aiplayer. Im hoping a method like uaisk ai marker combine with badbehavior would work. Possibly get them both to work with each other.
Maybe one day uaisk will be released under MIT.
rlranft
Posts: 306
Joined: Thu Feb 05, 2015 3:11 pm
 
by rlranft » Fri Apr 10, 2015 1:41 am
... try bypassing using the console to spawn a aiplayer. Im hoping a method like uaisk ai marker combine with badbehavior would work.
No need - just drop a regular spawn point where you want it to spawn in your level, then change the spawn point properties in the editor to spawn an AIPlayer with the datablock of your choice....
jay1ne
Posts: 34
Joined: Thu Feb 19, 2015 2:24 am
by jay1ne » Fri Apr 10, 2015 1:35 pm
Richard
thanks! For those of us that are wanting to use a editor/tool for spawn AI, could TJ's Ai marker be modified to do the same thing it does for Uaisk for badbehavior, or better yet could both be used in conjunction with each other?
Ex: badbehavior can open and modify uaisk behaviors, and the Ai marker can load and spawn badbehavior's trees, and etc...
chriscalef
Posts: 381
Joined: Mon Feb 09, 2015 7:48 pm
by chriscalef » Fri Apr 17, 2015 4:35 pm
@
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jay1ne
: which part of Ecstasy Motion's editors are you referring to? The Behavior Tree section or other parts? Just curious because BadBehavior looks so much more complete than my behavior tree attempt that I'm planning to just go with it in the reboot. Very curious as to which things people found useful in the current version however.
jay1ne
Posts: 34
Joined: Thu Feb 19, 2015 2:24 am
by jay1ne » Sat Apr 18, 2015 11:43 pm
I was going to say editor but badbehavior does have a pretty solid one also..
chriscalef
Posts: 381
Joined: Mon Feb 09, 2015 7:48 pm
by chriscalef » Sun Apr 19, 2015 4:28 am
Yeah, as far as I can tell so far, badbehavior pretty much beats my ecstasy motion behavior tree system on all levels. Definitely much more complete and polished. Still looking to see if I have anything that Guy missed, but not coming up with anything so far.
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