Game Development Community

Bravetree Tank Pack - AI?

by John Carroll · in Torque Game Engine · 10/12/2006 (2:48 pm) · 4 replies

Is there an easy way to give these tanks some AI? I was ok doing this with the HMV but can't see how to do this with the tank pack.

--John

About the author

Working on using Torque as an Image Generator for Tactical Simulations under laser and live fire conditions, for Law Enforcement/Military applications.


#1
10/12/2006 (2:58 pm)
Yes. Use AIWheeledVechicle as a template to create AITankShape.
#2
10/12/2006 (3:15 pm)
I tried this, and it didn't work. I may have done it wrong, but when I did it, I had no visible tank at all. Here are the lines of code I used:

%tank = new AIWheeledVehicle() {
position = "21.1043 519.053 72.5689";
rotation = "0 0 1 180";
scale = "1 1 1";
dataBlock = "AbramsTank";
invTankPrimaryWeapon = "1";
invTankSecondaryWeaponAmmo = "1000";
invTankPrimaryWeaponAmmo = "10";
mountable = "1";
invTankSecondaryWeapon = "1";
};
%tank.setMoveDestination("-191.377 465.26 124.274");
%tank.setMoveSpeed(1.0);

Thanks,

--John
#3
10/12/2006 (3:58 pm)
Ok, you got me, it's not that easy ;)

I copied AIWheeledVechicle.{h,cpp} to AITankShape.{h,cpp} and modified the AITankShape code to use the methods in TankShape. The TankShape code also had to be slightly modifed to give the AI control of tank/turret movement. All of this was done by looking through WheeledVechicle and AIWheeledVechicle and noting the similarities to TankShape.

I'll request GG to create a Tank Pack owners only section in the forums or TDN. There I'll post all of my modfied tank pack code (emitters, tread marks, and AI.)
#4
10/13/2006 (2:24 pm)
How long will this take? Anyway I can get a copy soonest?? Thanks!!!

--John