Spawn Point help
by Tom Biagioni · in Torque Game Engine · 02/10/2009 (11:31 am) · 7 replies
lol ok after a few days of searching the site, i couldnt find anything to solve my problem. How would i go about setting up a spawn point that spawns an AI? I want specific spots and such. I just cannot figure out how to get ai to spawn when game starts. I do know how to set up triggers that spawn then, but i want them to spawn on there own.
#2
02/10/2009 (12:14 pm)
Hey Bill. How would i go about getting this function executed when the game starts? This is the problem im having, i cant get that function to execute unless i type it in the console. Do i put it somewhere in game.cs?
#3
02/10/2009 (1:04 pm)
maybe i could set a marker and point the spawn to the marker, and place it in the on level loaded fnction in game.cs
#4
It should be located in TGE_1_5_2\example\starter.fps\server\scripts\game.cs in function startGame().
If it is not there then added it to the end of that function and make sure
If you step through the AIManager code starting at AIManager.think you should get an idea of how a Aiplayer is created.
AIManager has only 2 functions. AIManager.think and AIManager.spawn.
AIManager.think simple checks to see if the aiplayer is an object in the game. If not, it uses AIManager.spawn to crates a new AIplayer with
Which takes 2 arguments, "Kork" and "MissionGroup/Paths/Path1". The first one assigns the name to the AIplayer and the second tells it which path to spawn on and then start to follow that path.
It also mount a weapon and adds some ammo to the AIplayer.
If the AIplayer exist it schedules another AIManager.think to run in about 1/2 a second.
So if you wanted to put some logic to your AIplayer AIManager.think would be a good place to start.
Sorry it took so long to reply. My real life keeps getting in the way of my fun.
02/10/2009 (5:03 pm)
Look for // Start the AIManager
new ScriptObject(AIManager) {};
MissionCleanup.add(AIManager);
AIManager.think();It should be located in TGE_1_5_2\example\starter.fps\server\scripts\game.cs in function startGame().
If it is not there then added it to the end of that function and make sure
exec("./aiPlayer.cs");is in the onServerCreated() function.If you step through the AIManager code starting at AIManager.think you should get an idea of how a Aiplayer is created.
AIManager has only 2 functions. AIManager.think and AIManager.spawn.
AIManager.think simple checks to see if the aiplayer is an object in the game. If not, it uses AIManager.spawn to crates a new AIplayer with
%player = AIPlayer::spawnOnPath("Kork","MissionGroup/Paths/Path1");Which takes 2 arguments, "Kork" and "MissionGroup/Paths/Path1". The first one assigns the name to the AIplayer and the second tells it which path to spawn on and then start to follow that path.
It also mount a weapon and adds some ammo to the AIplayer.
If the AIplayer exist it schedules another AIManager.think to run in about 1/2 a second.
So if you wanted to put some logic to your AIplayer AIManager.think would be a good place to start.
Sorry it took so long to reply. My real life keeps getting in the way of my fun.
#5
function AIManager::spawn(%this)
{
%player = AIPlayer::spawnOnPath("Kork","path");
%player.followPath("path",-1);
%player.mountImage(CrossbowImage,0);
%player.setInventory(CrossbowAmmo,1000);
return %player;
}
02/10/2009 (9:23 pm)
wow thanks for the reply :) I cant get anything to spawn though. Here what i have set for the path functionfunction AIManager::spawn(%this)
{
%player = AIPlayer::spawnOnPath("Kork","path");
%player.followPath("path",-1);
%player.mountImage(CrossbowImage,0);
%player.setInventory(CrossbowAmmo,1000);
return %player;
}
#6
%player = AIPlayer::spawnOnPath("Kork",path);
02/10/2009 (9:30 pm)
well i can get him to spawn in console with%player = AIPlayer::spawnOnPath("Kork",path);
#7
that resourced work good for me. Sets up spawn points. Im gonna build upon it
02/10/2009 (10:30 pm)
http://www.garagegames.com/community/blogs/view/15961that resourced work good for me. Sets up spawn points. Im gonna build upon it
Torque Owner Bill Vee
DayOfWar Studios
The function AIManager::spawn(%this) should point you in the right direction.
It allows you to spawn an AI player on a named path.