The Universal AI Starter Kit
by Twisted Jenius · in General Add-On Discussion · 09/24/2009 (4:30 am) · 191 replies
If you have any pre-purchase questions about The Universal AI Starter Kit, post them here and I'll get back to you as soon as I can. If you have already purchased The UAISK and have a question, please post it in our private forum.
As of December 22, 2011 version 1.9.0 is the most recent version of The Universal AI Starter Kit.
Made with T3D 1.2 Chinatown demo and The UAISK version 1.9
Made with T3D 1.1 South Pacific demo and The UAISK version 1.8
Made with The UAISK version 1.7 + Arcane-FX 2
Made with The UAISK version 1.4
Made with The UAISK version 1.0
Made with The UAISK version 1.4
Made with The UAISK version 1.1
As of December 22, 2011 version 1.9.0 is the most recent version of The Universal AI Starter Kit.
Made with T3D 1.2 Chinatown demo and The UAISK version 1.9
Made with T3D 1.1 South Pacific demo and The UAISK version 1.8
Made with The UAISK version 1.7 + Arcane-FX 2
Made with The UAISK version 1.4
Made with The UAISK version 1.0
Made with The UAISK version 1.4
Made with The UAISK version 1.1
About the author
Developer of The Universal AI Starter Kit and Twisty's Asylum Escapades.
#2
Because The Universal AI Starter Kit is entirely made in script, there is no need to recompile your project at all; assuming you left in the default, stock AI code, because the stock code is used to help with performance.
I know that the kit can work with TGE 1.4, but I'm can't say for certain about 1.3. If I had to take a guess, I'd say that it does work but would require a custom install (which there is instructions for in the kit).
09/24/2009 (3:26 pm)
@Jan SorensenBecause The Universal AI Starter Kit is entirely made in script, there is no need to recompile your project at all; assuming you left in the default, stock AI code, because the stock code is used to help with performance.
I know that the kit can work with TGE 1.4, but I'm can't say for certain about 1.3. If I had to take a guess, I'd say that it does work but would require a custom install (which there is instructions for in the kit).
#3
But I have a question more.. Have your kit a specially demands to the DSQ files? I ask because we not use ‘standard Torque figures’ as Orcs and so.
Jan :-).
09/24/2009 (3:51 pm)
Hi again Jenius. Thanks for quick answers and okayy :-).But I have a question more.. Have your kit a specially demands to the DSQ files? I ask because we not use ‘standard Torque figures’ as Orcs and so.
Jan :-).
#4
I've attempted to keep the animations and dts models as independent as possible from the AI. Any animations should work this kit, as long as it's setup correctly and in working order everywhere else in the game.
09/24/2009 (4:02 pm)
@Jan SorensenI've attempted to keep the animations and dts models as independent as possible from the AI. Any animations should work this kit, as long as it's setup correctly and in working order everywhere else in the game.
#6
09/25/2009 (12:41 am)
Hey Twisted, I bought the kit and love it all the way. Is there any hope of some tutorials to be made for this awsome kit, on how to setup everything like teams and stuff that you see in the above movie???
#7
09/25/2009 (1:21 am)
One more question.....How do I make the AI player shoot me from a greater distance away?? As of right now its like I have to get pretty close before they start to shoot me.....Thanks Twisted for any help in advanced.....Donnie
#8
Jan..
09/25/2009 (6:48 am)
No I do not have script knowledge enough to convert ‘the Kit’ to Version1.3. To many console ‘mis-messages’ for me :-D, so I stop here.Jan..
#9
To get a bot to fire at you from a long distance, you should increase the value of "maxRange" and "ignoreDistance"; "maxRange" is located on the marker (using the editor) or in the bot's datablock, "ignoreDistance" is in your weapon's datablock. The usage instructions cover this in detail.
09/25/2009 (8:27 am)
@Donnie Hutson Jr.To get a bot to fire at you from a long distance, you should increase the value of "maxRange" and "ignoreDistance"; "maxRange" is located on the marker (using the editor) or in the bot's datablock, "ignoreDistance" is in your weapon's datablock. The usage instructions cover this in detail.
#10
Can you send me a copy of your version of aiPlayer.cc (a source code file in the "game" folder)? Send to me at: TheBrain AT TwistedJenius DOT com
I'll look it over real quick to check if it's compatible or not.
Until then, I recommend trying to redo the install instructions again; very slowly and carefully from scratch.
09/25/2009 (8:51 am)
@Jan SorensenCan you send me a copy of your version of aiPlayer.cc (a source code file in the "game" folder)? Send to me at: TheBrain AT TwistedJenius DOT com
I'll look it over real quick to check if it's compatible or not.
Until then, I recommend trying to redo the install instructions again; very slowly and carefully from scratch.
#11
I’m don’t sure I can ’decode’ you Mail address correct :-D. So please send your address to my Mail, you can find my Mail in my profile here.
Jan :-).
09/25/2009 (5:04 pm)
@Jenius..I’m don’t sure I can ’decode’ you Mail address correct :-D. So please send your address to my Mail, you can find my Mail in my profile here.
Jan :-).
#12
now maybe I'm just retarded, but when the game begins, the bots just stand there, breathing. nothing else.
this is in T3D.
has anyone else who owns T3D purchased this kit?
have you managed to get it working?
if so, how?
I'm using the fps genre kit, not the full template.
anyone??
09/25/2009 (5:37 pm)
ok, bought the kit,now maybe I'm just retarded, but when the game begins, the bots just stand there, breathing. nothing else.
this is in T3D.
has anyone else who owns T3D purchased this kit?
have you managed to get it working?
if so, how?
I'm using the fps genre kit, not the full template.
anyone??
#13
09/25/2009 (5:55 pm)
Currently I don't own (or officially support) T3D. So the only thing I can tell you is to go over the install instructions again and check if you're getting any console errors. Even thought I don't "officially" support T3D right now, the AI should still work a bit better than just standing there.
#14
Does the kit rely on the AIManager script object? I saw the FPS Genre Kit mentioned, and well I disabled the AIManager a few betas ago. Shouldn't cause a problem if it doesn't. Since it's all script then it should easily work across all engines.
@deepscratch:
<off topic> By the way, the Template/FPS Kit structure will be a bit different next release.
09/25/2009 (6:07 pm)
re: deepscratch's problemDoes the kit rely on the AIManager script object? I saw the FPS Genre Kit mentioned, and well I disabled the AIManager a few betas ago. Shouldn't cause a problem if it doesn't. Since it's all script then it should easily work across all engines.
@deepscratch:
<off topic> By the way, the Template/FPS Kit structure will be a bit different next release.
#15
No, The Universal AI Starter Kit doesn't use the AIManager. This kit is a significantly improved version of my previous resource the Improved AI Guard Unit, which I believe you're familiar with.
09/25/2009 (6:15 pm)
@Michael HallNo, The Universal AI Starter Kit doesn't use the AIManager. This kit is a significantly improved version of my previous resource the Improved AI Guard Unit, which I believe you're familiar with.
#16
I found out why they wernt doing anything, got them moving about,
but,
now my log is FULL of this error, just repeates on and on and on, non stop.
aiPlayer.cs (1877): Unable to find object: 'TeamSet1' attempting to call function 'getCount'
any ideas?
09/26/2009 (9:12 am)
hi,I found out why they wernt doing anything, got them moving about,
but,
now my log is FULL of this error, just repeates on and on and on, non stop.
aiPlayer.cs (1877): Unable to find object: 'TeamSet1' attempting to call function 'getCount'
any ideas?
#17
Step 8:
File- scriptsAndAssets/server/scripts/game.cs
Function- GameConnection::createPlayer()
09/26/2009 (9:35 am)
Make sure you setup the follow correctly (adjusting it for T3D if needed).Step 8:
File- scriptsAndAssets/server/scripts/game.cs
Function- GameConnection::createPlayer()
#18
With my first major update, I'm planning on putting out a tutorial that shows how to do a default install and use the editor. I look into doing other tutorials after that, but I'm currently not planning on any.
09/26/2009 (9:40 am)
@Donnie Hutson Jr.Quote:Is there any hope of some tutorials to be made for this awsome kit, on how to setup everything like teams and stuff that you see in the above movie???
With my first major update, I'm planning on putting out a tutorial that shows how to do a default install and use the editor. I look into doing other tutorials after that, but I'm currently not planning on any.
#19
it is now this:
function GameConnection::preparePlayer(%this)
and,
adding the instruction there instead, and changing
%player
to
%this.player
leads to what is expected.
all out war, a battle royale of two teams, shooting, killing, glee on my part, as they shoot it out. EXCELLENT.
mm, gotta change the one shot kill I got set up.
well,
it seems it was cash well spent, this resource has just bumped up to number 1 on my rather short list.
thanks TJ
09/26/2009 (9:56 am)
ah, you see, there is no more a "GameConnection::createPlayer()" function in T3D,it is now this:
function GameConnection::preparePlayer(%this)
and,
adding the instruction there instead, and changing
%player
to
%this.player
leads to what is expected.
all out war, a battle royale of two teams, shooting, killing, glee on my part, as they shoot it out. EXCELLENT.
mm, gotta change the one shot kill I got set up.
well,
it seems it was cash well spent, this resource has just bumped up to number 1 on my rather short list.
thanks TJ
#20
this is awesome!!
and they can drive too!!
not very well, but still, one of them just knocked me down!!!
09/26/2009 (9:58 am)
MORE GLEE!!this is awesome!!
and they can drive too!!
not very well, but still, one of them just knocked me down!!!
Torque Owner Jan Sorensen
VirtuChat.com
But is it necessary to recompile the engine before using or? And can it works with Torque 1.3?
Regards Jan :-).