Tactical AI Kit Released for TGE and Torque 3D 1.0.1!
by Bryce · 03/23/2011 (1:25 pm) · 28 comments

Tactical AI Kit Released for TGE 1.5 and Torque 3D 1.0.1!
One month after the launch of the Tactical AI Kit, I'm now releasing ports of it for Torque 3D 1.0.1 and (if you still even remember what it is...) Torque Game Engine 1.5.2. That may seem oddly specific, but I made these versions because I haven't forgotten about the good 'ole crowd of TGE users out there, and to show the Mac users some love. Versions for TGEA 1.7.1 and 1.8.2 are coming right up.You can still buy the kit if you're using Torque 3D 1.1 Beta 2, or Torque 3D 1.1 Beta 3. That was the first release, found at last month's blog here.
There's no way I can get through this blog without thanking everyone out there. Many thanks to all who supported me by buying themselves a copy of the kit. You're all amazing, and believe me when I say that I couldn't have done this without the encouragement and suggestions you've given me in my previous blogs.
What's this "Tactical AI Kit" you speak of?
AI is pretty cool. Most games these days are expected to have some sort of single player campaign, and the shooter types especially require decent AI that comes close to matching the player's skill.Fun Facts:
1) If the AI is too easy, the game is too easy, and the developer is then forced to make up for that with high numbers of said easy AI. This is when the game gets repetitive, and ends up sucking profusely.
2) If the AI is dumb, well, take a wild guess. Immersion is shattered, your game becomes a joke. Consequently, your game begins to profusely suck.
3) Some game designers decide to counter these unwanted characteristics by making their AI too hard. This is typically done through cheating. You can usually fool the player with this for a while, but after some time of playing, he'll catch on and realize that the enemy has somehow acquired the ability to see through walls. As you may have guessed by now, this causes profuse suckage.
Unacceptable, my AI cannot be easy, dumb, or unfair.
Right you are, Header 3. After wasting away precious years of my life playing games with the aforementioned bad qualities, I've grown to hate bad AI. When I got to my AI programming stage of my Torque experience, I grew to like doing it, and I vowed to never let my implementation succumb to those pitfalls. Thanks to that, the Tactical AI Kit is born.If you think your game could do better without the curse of bad AI, you might want to grab yourself a copy for the engine you're using. If you're curious, don't believe me, or are just looking for an evening's entertainment...
Try the free demonstration game!
Six example missions of varying types, from intense stealth play to loud and fast assault missions -- all missions of different types using the same AI behavior. If you'd like to put them to the ultimate test, try these "cheat" codes in the console:
$lc.i=true : Invincibility
$lc.team=-1 : AI won't attack you (if they aren't already)
Also, if you've got a buddy and a LAN connection, give multiplayer a go!
Disclaimer: The maps in the demo aren't included by default with the Tactical AI Kit to reduce unnecessary clutter, but they're still compatible with the TGE version of the kit if you want to drop my artwork into your own TAIK install.
If you like what you see, buy the kit to get the code for your game! Complete with text and video documentation, implementation is a breeze.
Torque Game Engine -- Supported!
Torque Game Engine Advanced -- Coming soon
Torque 3D 1.0.1 -- Supported!
Torque 3D 1.1 Beta 2 -- Supported!
Torque 3D 1.1 Beta 3 -- Supported!
Click to buy the Tactical AI Kit!
If you've got anything to say, either leave a comment here or send me an email (my address is listed in my profile). I'm willing to answer any question you may have, so if you're curious about any aspect, let me know!
#22
A quick question:
We do get the tge-demo-version as a ready to work on (open source file) within the Kit, right?
03/29/2011 (11:06 am)
@Bryce---A quick question:
We do get the tge-demo-version as a ready to work on (open source file) within the Kit, right?
#23
client/ui/mainMenuGui.gui
client/ui/fullDamage.gui
client/ui/dirDamage.gui
@GregDes: Unfortunately, no. There's too many project-specific elements for that to be done. You do get a basic example mission that comes with the kit, all set up with the AI requirements (spawns, nav points, cover points) so you can see how everything should be set up. An example weapon is also provided, also already setup for AI use (audible shots, bullet impacts pin enemies down behind cover).
Users of the Tactical AI Kit are strongly encouraged to set up their own missions using the video tutorials. Seeing TAIK work in someone else's game: Good. Seeing it work in your own: Better!
What one should expect to get with their copy of the Tactical AI Kit:
-Engine code
-Example level, an empty room with boxes and various obstacles.
-Example weapon, the "TAIKGun," set up for AI use.
-Example characters, which include the stance and taking-cover animations.
-AI script files
-Editor/Creator, to assist in setting up your missions
-Four video tutorials: Setting up the navigation net, setting up cover points, setting up spawning and patrol paths, and using AI zones.
-Text documentation: Installation, testing behavior with the example mission (shows you how to create squads and start battles), setting up your characters and weapons (datablock fields, methods, animations), and mission environmental factors (make grass/fog/time-of-day camouflage players, color matching).
03/29/2011 (1:54 pm)
@Steve: client/ui/mainMenuGui.gui
client/ui/fullDamage.gui
client/ui/dirDamage.gui
@GregDes: Unfortunately, no. There's too many project-specific elements for that to be done. You do get a basic example mission that comes with the kit, all set up with the AI requirements (spawns, nav points, cover points) so you can see how everything should be set up. An example weapon is also provided, also already setup for AI use (audible shots, bullet impacts pin enemies down behind cover).
Users of the Tactical AI Kit are strongly encouraged to set up their own missions using the video tutorials. Seeing TAIK work in someone else's game: Good. Seeing it work in your own: Better!
What one should expect to get with their copy of the Tactical AI Kit:
-Engine code
-Example level, an empty room with boxes and various obstacles.
-Example weapon, the "TAIKGun," set up for AI use.
-Example characters, which include the stance and taking-cover animations.
-AI script files
-Editor/Creator, to assist in setting up your missions
-Four video tutorials: Setting up the navigation net, setting up cover points, setting up spawning and patrol paths, and using AI zones.
-Text documentation: Installation, testing behavior with the example mission (shows you how to create squads and start battles), setting up your characters and weapons (datablock fields, methods, animations), and mission environmental factors (make grass/fog/time-of-day camouflage players, color matching).
#24
I did not ment to use your game, it is not really the thing i am up to but it would be cool to see how things are worked out in the demoversion, really thought that would be in the package, sorry
03/29/2011 (5:55 pm)
@ bryce:I did not ment to use your game, it is not really the thing i am up to but it would be cool to see how things are worked out in the demoversion, really thought that would be in the package, sorry
#25
Or, better idea, if you want to explore the technical aspects demo maps before buying the kit, I might suggest copying the Creator folder from your version of TGE into the demo's folder. Press F11 and magic. You'll find the AI-related stuff in the SimGroups for CoverPoints, Spawn1, Spawn2, AIZones, and FoliageGroup. Keep in mind that not all missions may have all of those groups.
The maps are worked out pretty simply, there's not a lot of trickery going on. In the heavy assault maps, such as Taikistan and Base, there isn't any predefined or scripted movement. Those maps consist of several dozen spawn markers, some of them with a number of respawns allowed, and the AI reacts as they should upon being alerted by the inevitable gunfire as the player progresses.
The stealth maps work the same way. The only "scripted" pieces are the patrol paths, and most of the AI in those maps are just set to wander around a set radius from their spawn point. Once something alerts them, be it a dead body, gunshot, explosion, enemy sighting, or bullet impact, they go into combat mode. Nothing's scripted - I just spawn all the AI at mission start and let them do their thing.
That said, you can go Rambo in the stealth missions if you please, and it's technically possible (though incredibly difficult) to stealthily tackle one of the assault missions. It's all dynamic.
03/29/2011 (6:13 pm)
@GregDes: I see, I see. You can always copy over the mission file, skies, shapes (best to copy the shapes/statics folder), and interior files from the demo to your project.Or, better idea, if you want to explore the technical aspects demo maps before buying the kit, I might suggest copying the Creator folder from your version of TGE into the demo's folder. Press F11 and magic. You'll find the AI-related stuff in the SimGroups for CoverPoints, Spawn1, Spawn2, AIZones, and FoliageGroup. Keep in mind that not all missions may have all of those groups.
The maps are worked out pretty simply, there's not a lot of trickery going on. In the heavy assault maps, such as Taikistan and Base, there isn't any predefined or scripted movement. Those maps consist of several dozen spawn markers, some of them with a number of respawns allowed, and the AI reacts as they should upon being alerted by the inevitable gunfire as the player progresses.
The stealth maps work the same way. The only "scripted" pieces are the patrol paths, and most of the AI in those maps are just set to wander around a set radius from their spawn point. Once something alerts them, be it a dead body, gunshot, explosion, enemy sighting, or bullet impact, they go into combat mode. Nothing's scripted - I just spawn all the AI at mission start and let them do their thing.
That said, you can go Rambo in the stealth missions if you please, and it's technically possible (though incredibly difficult) to stealthily tackle one of the assault missions. It's all dynamic.
#26
:)
[edit] That all seems what now? "Fine" I think ...
03/29/2011 (10:44 pm)
That all seems now, Mr C. :)
[edit] That all seems what now? "Fine" I think ...
#27
03/30/2011 (3:57 am)
@Bryce: Thanks for your infos ;-) and no worries, I am just a very typical "lacy" kind of customer.
#28
03/31/2011 (3:32 pm)
@Steve: I think you accidentally your comment :] 
Associate Steve Acaster
[YorkshireRifles.com]
Your damage fullscreen flash still sits in the 1024 corner (needs width height) and your main menu buttons need to be pushed over to the right (needs left top).
Also your sniper scope stretches on widescreen, so you might consider making it 2 seperate images, 1 stretchy dark one with the hole, and another stuck at center/center for the actual scope details. Just a thought