Guide Bot T3d 1.2 early beta
by Yuri Dobronravin · 02/20/2012 (8:40 am) · 7 comments

Greetings!
Guide Bot for T3D 1.2 is here. It's been a long long time since the last update, but thanks to Deepscratch work Guide Bot is (almost) ready for the use with T3D 1.2 and GMK 1.2.12
It's Beta release, and there are still some annoying bugs with animation blending we need to fix.
So if you are resistered user of Guide Bot please send me to logicking@logicking.com me your GG details with subject "Guide Bot for T3D1.2" for the link to download.
Guide Bot should be used with the latest version of GAME MECHANICS KIT
You can find more info on Guide Bot's page GUIDE BOT's page
This is scheme from user's guide of how Guide Bot works.

Below is the video demonstration of fighting with between AI and user controlled GI Soldier Bots. You can see how AI is maneuvering during the fight, using dynamic objects to take cover, throwing grenades, and avoiding exploding barrels.
You can test it by yourself:
DOWNLOAD DEMO GAME (34.94 Mb)
#3
02/23/2012 (12:22 pm)
Just downloaded the demo...Really cool stuff! So am I right in thinking you don't have to set up cover points etc? The A.I. will go about finding cover? How many bots have you had in a level with it all running okay? Can you set how aggresive they are etc?
#4
> So am I right in thinking you don't have to set up cover points etc?
The physics boxes has params that describe it as a cover point. So AI will know that he can use it.
> How many bots have you had in a level with it all running okay?
We haven't done stress test but there are no heavy computing for the Guide Bot algorithm. So it
> Can you set how aggresive they are etc?
Yes, there are buch of params for bot. Including different attacks setup(grenade, guns etc), bot can also be configured to keep distance while fighting with player - chasing and fleeing.
02/27/2012 (6:58 am)
Hi> So am I right in thinking you don't have to set up cover points etc?
The physics boxes has params that describe it as a cover point. So AI will know that he can use it.
> How many bots have you had in a level with it all running okay?
We haven't done stress test but there are no heavy computing for the Guide Bot algorithm. So it
> Can you set how aggresive they are etc?
Yes, there are buch of params for bot. Including different attacks setup(grenade, guns etc), bot can also be configured to keep distance while fighting with player - chasing and fleeing.
#5
Previously I read that you were developing a new Innovative Path finder and Lip Synch Subsystem to be integrated into Guide Bot. Is this still the case? The Lip Synch subsystem would be extremely helpful to me.
Now to explain what my primary use for the AI will be.
I intend to have a wolf pack, capable of flanking and attacking/retreating based on the pack leader's current damage state.
I will have monsters that will follow a path, detect if a door near its path is open, if so it investigates via an alternative path. If it sees nothing it exits the alternative path closes to the door and returns to the original path.
I will have blind monsters that are attracted to sound, so it could hear the player bump into things, open/shut doors, etc. but also be distracted by a thrown box/item.
Which system do you think would best handle these kind of tasks?
03/18/2012 (9:03 pm)
Ok, I'm about to make my purchase. It's down to Universal AI or Guide Bot. I'm going to get the Game Mechanics Kit, either way. I just want to make sure of a few things before I purchase.Previously I read that you were developing a new Innovative Path finder and Lip Synch Subsystem to be integrated into Guide Bot. Is this still the case? The Lip Synch subsystem would be extremely helpful to me.
Now to explain what my primary use for the AI will be.
I intend to have a wolf pack, capable of flanking and attacking/retreating based on the pack leader's current damage state.
I will have monsters that will follow a path, detect if a door near its path is open, if so it investigates via an alternative path. If it sees nothing it exits the alternative path closes to the door and returns to the original path.
I will have blind monsters that are attracted to sound, so it could hear the player bump into things, open/shut doors, etc. but also be distracted by a thrown box/item.
Which system do you think would best handle these kind of tasks?
#6
03/18/2012 (9:27 pm)
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#7
>Previously I read that you were developing a new Innovative Path finder >and Lip Synch Subsystem to be integrated into Guide Bot. Is this still the >case? The Lip Synch subsystem would be extremely helpful to me.
Unfortunately no. There's no pathfind and lipsync in Guide Bot, but Guide Bot is still a self-sufficient product with a lot of thing that can be done with the tool.
>I will have monsters that will follow a path, detect if a door near its >path is open, if so it investigates via an alternative path. If it sees >nothing it exits the alternative path closes to the door and returns to >the original path.
It can scripted and done with GMK AI module and with Guide Bot as well. You can draw paths from GMK editor and then attach events on reaching certain destination points.
>I will have blind monsters that are attracted to sound, so it could hear >the player bump into things, open/shut doors, etc. but also be >distracted by a thrown box/item.
It's advanced feature of Guide Bot. You can make events that bot reacts on. On the video above you can see how the soldier "hears" sounds of steps of the player and activates its attacking behavior. So you can make eye distance just zero and AI will turn blind.
Please mail me at logicking () logicking.com so I can give you version to evaluate before you decide whether to buy it.
03/19/2012 (7:49 am)
@William>Previously I read that you were developing a new Innovative Path finder >and Lip Synch Subsystem to be integrated into Guide Bot. Is this still the >case? The Lip Synch subsystem would be extremely helpful to me.
Unfortunately no. There's no pathfind and lipsync in Guide Bot, but Guide Bot is still a self-sufficient product with a lot of thing that can be done with the tool.
>I will have monsters that will follow a path, detect if a door near its >path is open, if so it investigates via an alternative path. If it sees >nothing it exits the alternative path closes to the door and returns to >the original path.
It can scripted and done with GMK AI module and with Guide Bot as well. You can draw paths from GMK editor and then attach events on reaching certain destination points.
>I will have blind monsters that are attracted to sound, so it could hear >the player bump into things, open/shut doors, etc. but also be >distracted by a thrown box/item.
It's advanced feature of Guide Bot. You can make events that bot reacts on. On the video above you can see how the soldier "hears" sounds of steps of the player and activates its attacking behavior. So you can make eye distance just zero and AI will turn blind.
Please mail me at logicking () logicking.com so I can give you version to evaluate before you decide whether to buy it.

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WinterLeaf Entertainment