Monster AI (from the beginning)
by Ace · in Torque Game Engine · 02/20/2002 (1:19 pm) · 7 replies
i am starting this thread cuz im looking to build a real monster ai in torque simular to id's q2 monster ai and will be using the latest q2 source release as a reference
You can get a copy by clicking here
the first thing i will do is convert one of the q2 monsters to dts and get it in game, so when it actuly gets spawned through the code i will know its the moster ai (baicly) and not the aiplayer.stuff. I will provide a link when its ready.
Since this is starting at the begining, i am going to leave the aiplayer stuff alone, and create enemyAI files, so as to keep the aiplayer/bot stuf totaly seperate.
anyone can feel free to participate but keep in mind , we are starting from the beginning and will want to do this step by step and posting the steps as we go and actualy have it working befor moving on to the next step.
The structure is already laid out, now im off to create the monster.dts reference befor i even tri dicusing the new enemyAI code.
You can get a copy by clicking here
the first thing i will do is convert one of the q2 monsters to dts and get it in game, so when it actuly gets spawned through the code i will know its the moster ai (baicly) and not the aiplayer.stuff. I will provide a link when its ready.
Since this is starting at the begining, i am going to leave the aiplayer stuff alone, and create enemyAI files, so as to keep the aiplayer/bot stuf totaly seperate.
anyone can feel free to participate but keep in mind , we are starting from the beginning and will want to do this step by step and posting the steps as we go and actualy have it working befor moving on to the next step.
The structure is already laid out, now im off to create the monster.dts reference befor i even tri dicusing the new enemyAI code.
About the author
Ace Owner of NoESCape.sytes.net starting from the beginning on 3d torque
#2
http://www.iterator.com/Quake2++/
02/21/2002 (12:35 am)
just a note for you c++ junkie's ;) there is a c++ conversion for the same source athttp://www.iterator.com/Quake2++/
#3
I've come up with some interesting things in my mmorpg.
I've managed to create some sub scripts that I call from a timer in game that spawns my npcs every 10 to 20 mins depending on different things.
As for movement and attacking it was somewhat harder to add in do to different possible situations occureing.
When i get home later this week I will post up a few of my scripts in hope that it helps alot of people out.
There is still a few bugs in the script and maybe some of you could help me fix them in return :)
Like I said I'll post them up later this week.
02/24/2002 (9:44 pm)
I've been working on AI for Torque since the release of it.I've come up with some interesting things in my mmorpg.
I've managed to create some sub scripts that I call from a timer in game that spawns my npcs every 10 to 20 mins depending on different things.
As for movement and attacking it was somewhat harder to add in do to different possible situations occureing.
When i get home later this week I will post up a few of my scripts in hope that it helps alot of people out.
There is still a few bugs in the script and maybe some of you could help me fix them in return :)
Like I said I'll post them up later this week.
#4
My eventual goal is to write a stand alone "hard code" monster ai for torque.
02/25/2002 (11:51 am)
perfect! i will get on my reg schedule at work starting tomm,,,so i will be able to get back into torque,,,i did find out i will have to use the scripting stuff more then i really want to, so it should be very useful to me since i have a hard time with it. My eventual goal is to write a stand alone "hard code" monster ai for torque.
#5
heres a screeny
i did this cuz basicly i needed a place to start, and i didnt want to interfear with the aiplayer(bots)code.
if anyone is interested in helping i will upload the files in a zip to my ftp site for downloading.
i guess the next step is to get the monsters dts changed.
02/28/2002 (7:01 am)
ok i decided to start by copying the existing aiplayer codes and now have : monster.cc,monster.h,monster.cs,,,compiled and workingheres a screeny
i did this cuz basicly i needed a place to start, and i didnt want to interfear with the aiplayer(bots)code.
if anyone is interested in helping i will upload the files in a zip to my ftp site for downloading.
i guess the next step is to get the monsters dts changed.
#6
04/01/2002 (5:10 pm)
Gary, any advances on changing the aiPlayer dts?
#7
but it aint forgotten and is high on the list for single player
04/01/2002 (6:30 pm)
no , i got side tracked (easy to do with torque) been learnin quark (that is a an amazing program:)) cuz iam very close to releasing a dm test and wanted some maps for it.but it aint forgotten and is high on the list for single player
Torque Owner Ace
ai.zip
the 512kb zip includes:
tank.dts
tris.md2 (original q2 model)
tank.max (the tris.md2 converted)
skin.pcx (the original skin for the md2)
skin.jpg (the skin.pcx converted to jpg)
dtsglobal.cfg (for exporting the dts)
dump.dmp (?)
weapon_empty.max (used to merge with the tank.max for the bounds and such goodies)
just put the enemy ai folder in the torque\example\fps\data\shapes folder and use f11 then window/world editor creator/staticshapes/fps/data/shapes/enemyai/tank/ then click on the second tank to spawn it in the game (i know round about ,,,but have to start some wheres)
Now im no modeler by any means but i have this ingame (in a round about way see sslink) and is a place to start
sslink
now on to getting it in without having to use the world creator editor .... time to dig into the game code....