Game Development Community

botting.

by Phil Carlisle · in Torque Game Engine · 08/26/2001 (3:58 pm) · 4 replies

I need to add "bots" into the engine. Am I right in thinking I can simply do something in the server script that basically spawns a few "player" class objects in?

I guess I could derive a class from the player class and have it do some fairly nominal movement under AI control for now (no need for pathfinding or any of that stuff that got ripped out).

Just thinking out loud I guess :)

#1
08/26/2001 (4:13 pm)
Phil you silly kid! All you want to do is spawn a bot or two? Head on over to www.gameznet.com/v12 and check out my tutorial! :) It is very easy to follow.
#2
08/26/2001 (4:33 pm)
Thanks josh, yeah, I saw the spawn bot you wrote.. I just wondered if there was a simple way of spawning a guy that might actually move..

it doesnt seem that hard to hack in something using AIConnection as a template. I'm guessing its just requiring code for the guy to actually move :))

But I guess I could hack in a dummy target for now.

Phil.
#3
08/26/2001 (4:40 pm)
Josh, I've got a feeling the guy isnt doing anything because the AI task system hasnt been initialised.. basically the AI task system will do some thread control on the AI so it doesnt take up too much CPU per frame.

I'm wondering if initialising the AI task might actually get our guy to try and defend himself (prolly crash the program having said that, because the weapons arent in :))

I'd recommend we completely dump that stuff out to be honest, having something half there is worse than having nothing and planning it and implementing it ourselves.

Phil.
#4
08/26/2001 (5:50 pm)
Well, I think all they took out was the pathfinding Phil. So it wont be too bad to redo it, all someone needs to do is make pathfinding routines (at least that is my understanding)

The bots have damage and stuff, so I dont think much more than the pathfinding is gone. Just look in teh T2 script and see what is missing. I think the engine is intact except for the pathfinding.