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.
#82
I'd like to reproduce a meele with swords like the one I saw in your sample video.
Thank you.
Stefano.
10/30/2009 (12:22 pm)
Hi, I'd like to reproduce a meele with swords like the one I saw in your sample video.
Thank you.
Stefano.
#83
First you're going to have to add in a melee system, because stock Torque doesn't come with one. I'd recommend using the Server Side Melee System. In fact, you can grab an updated version of the Server Side Melee System right here. The updated version is for TGE and will need some adjustments for TGEA or T3D.
After you get in some type of melee system; just use the AI Marker Editor to set the bot to use a melee weapon, then adjust its distance settings a little and you're done.
10/30/2009 (10:37 pm)
@ StefanoFirst you're going to have to add in a melee system, because stock Torque doesn't come with one. I'd recommend using the Server Side Melee System. In fact, you can grab an updated version of the Server Side Melee System right here. The updated version is for TGE and will need some adjustments for TGEA or T3D.
After you get in some type of melee system; just use the AI Marker Editor to set the bot to use a melee weapon, then adjust its distance settings a little and you're done.
#84
10/31/2009 (1:22 pm)
thank you very much Jenius
#86
11/06/2009 (5:33 pm)
Odd problem...I've been trying to get my bots to actually fire at me for 2 days now...they've been doing everything else right...following a path, Guarding, switching weapons but they won't fire! Until...I switched one of them to be a Teammate...then she started blasting the hell out of me! SO...what would cause that? I'm slowly going bald here...please help before its irreversible!
#87
but then ALL bots get scaled down. Everywhere else I try to scale him it doesn't stick. Are there any easy work arounds or something I'm missing?
11/06/2009 (7:33 pm)
My first AI is twice as big as I'd like him to be. I can scale him down in aiplayer.cs after this %player = new AIPlayer()but then ALL bots get scaled down. Everywhere else I try to scale him it doesn't stick. Are there any easy work arounds or something I'm missing?
#88
The first problem sounds like it has something to do with the teams system. Assuming you're using T3D, make sure you correctly did all of the T3D instructions in the latest version (version 1.1.2), especially the changes to the file "scripts/server/gameCore.cs" in function "GameCore::preparePlayer()". If everything is installed properly (and you're not using a highly customized version of the kit), the only other thing I can think of is the team number. Make sure your bots are on team 2; by default the player is on team 1 so if the bots are on the same team, they won't fire at the player (you could also put the bots on a higher team than number 2, but it's best not to skip any numbers).
As for the scaling issues; honestly, I have no idea at all what could be causing that. Unless you're using custom art work or script, it just shouldn't do that. I've never seen that happen before; I've never heard of anyone else having that problem; and I can't reproduce it, short of specifically programming in that behavior. This has to be caused by some modification you’ve done.
11/07/2009 (3:09 am)
@ Scot KinneyThe first problem sounds like it has something to do with the teams system. Assuming you're using T3D, make sure you correctly did all of the T3D instructions in the latest version (version 1.1.2), especially the changes to the file "scripts/server/gameCore.cs" in function "GameCore::preparePlayer()". If everything is installed properly (and you're not using a highly customized version of the kit), the only other thing I can think of is the team number. Make sure your bots are on team 2; by default the player is on team 1 so if the bots are on the same team, they won't fire at the player (you could also put the bots on a higher team than number 2, but it's best not to skip any numbers).
As for the scaling issues; honestly, I have no idea at all what could be causing that. Unless you're using custom art work or script, it just shouldn't do that. I've never seen that happen before; I've never heard of anyone else having that problem; and I can't reproduce it, short of specifically programming in that behavior. This has to be caused by some modification you’ve done.
#89
11/07/2009 (5:19 pm)
sometimes when i launch a level that i had added markers to the marker will spawn extra ai and they will fall through the terrain. also i get about 4-5 versions of the player spawned somewhere and they all are falling below the terrain by the time the level loads. the players are created in their own simset-teamset1 grouping and i get a duplicate copy of all the markers in a allMarkersSet simset. this didnt happen on the first level i used the kit on and that level works fine. but now it seems all other levels i make have this problem.
#90
11/07/2009 (6:26 pm)
Yeah Scot, i have such odd behaviour in last AI Starter kit. I created some teammates and they shot me.We was in the same team number 1.They was teammates, maybe IT is a problem... i did not debug behaviour yet, but i have it.
#91
11/07/2009 (7:56 pm)
Do they shoot you when they're on team 2? Because they won't fire at me when they're set as anything but a teammate. It looks like they're firing...they swap weapons and I hear clicking but they don't shoot.
#92
About the bots falling through the ground: Are you using any customizations other than The Universal AI Starter Kit? If not, then try setting your markers a bit higher off the ground (but not too high or you may get other problems, about 0.1 units higher than the surface). If you are, then those other modifications are likely the cause (assuming setting the marker higher didn't work).
@ Scot Kinney
Are you using custom weapons? It might be that the bots don't have any ammo or another weapon problem.
11/08/2009 (6:17 am)
@ George TagmireAbout the bots falling through the ground: Are you using any customizations other than The Universal AI Starter Kit? If not, then try setting your markers a bit higher off the ground (but not too high or you may get other problems, about 0.1 units higher than the surface). If you are, then those other modifications are likely the cause (assuming setting the marker higher didn't work).
@ Scot Kinney
Are you using custom weapons? It might be that the bots don't have any ammo or another weapon problem.
#93
11/08/2009 (11:39 am)
I'm using the standard RocketLauncher and it seems to work fine if I switch them to teammates. Is it possible the Player is being put on team 2 somehow?
#94
Win32Window::WindowProc - resetting device due to window size change
Do you know why tihs happens?
11/09/2009 (2:03 pm)
Hey! Im using the AI Kit with T3D and Im having a problem that every time that I kill an AI Bot the screen freezes. This is what the console is telling me:Win32Window::WindowProc - resetting device due to window size change
Do you know why tihs happens?
#95
After looking into it a little, this seems to be an issue related to hardware (most likely your video card). Though to honest, I'm not entirely sure.
11/09/2009 (4:51 pm)
@ Juan LemusAfter looking into it a little, this seems to be an issue related to hardware (most likely your video card). Though to honest, I'm not entirely sure.
#96
If you're having any problems using the kit, please be sure to give the following information in your post:
-The version of Torque you're using.
-The version of The Universal AI Starter Kit you're using.
-What other kits, customizations or modifications your test environment has. If you don't have any code changes at all, then just say that you don't have any.
-As detailed of a description as possible. Give steps to reproduce the issue if needed.
First make sure everything is compiling. Then check the console log for errors. Then try reinstalling the kit again from scratch. I and many other people have successfully installed and used this kit based on my instructions. So your problem is likely caused by one of two things- you're trying to do a custom, non-default install; or you didn't follow the instructions properly. The solution to your problem is most likely in the instructions and it's probably faster and easier for you to check them than to wait for a reply here. If you still can't get this to work, be sure to be as detailed and clear as possible while asking for help (especially if you're doing a non-default install).
One consistent concern is that many people don't provide enough information about the problem that they are having and what other modifications that they are using which may be the actual cause. Any changes you have made to the stock version of torque or this kit, can be (and is likely) the cause of the problem.
Short version: Give me details!!!!!!!!
11/09/2009 (4:52 pm)
@ EveryoneIf you're having any problems using the kit, please be sure to give the following information in your post:
-The version of Torque you're using.
-The version of The Universal AI Starter Kit you're using.
-What other kits, customizations or modifications your test environment has. If you don't have any code changes at all, then just say that you don't have any.
-As detailed of a description as possible. Give steps to reproduce the issue if needed.
First make sure everything is compiling. Then check the console log for errors. Then try reinstalling the kit again from scratch. I and many other people have successfully installed and used this kit based on my instructions. So your problem is likely caused by one of two things- you're trying to do a custom, non-default install; or you didn't follow the instructions properly. The solution to your problem is most likely in the instructions and it's probably faster and easier for you to check them than to wait for a reply here. If you still can't get this to work, be sure to be as detailed and clear as possible while asking for help (especially if you're doing a non-default install).
One consistent concern is that many people don't provide enough information about the problem that they are having and what other modifications that they are using which may be the actual cause. Any changes you have made to the stock version of torque or this kit, can be (and is likely) the cause of the problem.
Short version: Give me details!!!!!!!!
#97
www.garagegames.com/community/forums/viewthread/105565
The 1.0.1 demo of Torque 3D has compiled scripts in the tools folder so adding the aimarker editor is going to be a trick. There might be a work around and it it'll be worth taking a look for those who downloaded the t3d 1.0.1 demo. I'll keep you posted if I find anything.
11/09/2009 (8:55 pm)
FYI:www.garagegames.com/community/forums/viewthread/105565
The 1.0.1 demo of Torque 3D has compiled scripts in the tools folder so adding the aimarker editor is going to be a trick. There might be a work around and it it'll be worth taking a look for those who downloaded the t3d 1.0.1 demo. I'll keep you posted if I find anything.
#98
To get around the precompiled editor scripts: Instead of changing the file "tools/worldEditor/main.cs", put the following in "scripts/server/game.cs":
11/09/2009 (11:47 pm)
@ AaronTo get around the precompiled editor scripts: Instead of changing the file "tools/worldEditor/main.cs", put the following in "scripts/server/game.cs":
//AISK Changes: Start
exec("tools/worldEditor/gui/AIMarkerEditor.gui");
exec("tools/worldEditor/scripts/AIMarkerEditor.cs");
//AISK Changes: End
#99
scripts/server/weapon.cs (104): Unable to find object: '' attempting to call function 'RefreshWeaponHud'
scripts/server/weapon.cs (104): Unable to find object: '' attempting to call function 'setAmmoAmountHud'
The fix is here...thanks to Steve and JesseL
http://www.garagegames.com/community/forums/viewthread/105229
11/10/2009 (11:04 am)
If you're getting the following errors:scripts/server/weapon.cs (104): Unable to find object: '' attempting to call function 'RefreshWeaponHud'
scripts/server/weapon.cs (104): Unable to find object: '' attempting to call function 'setAmmoAmountHud'
The fix is here...thanks to Steve and JesseL
http://www.garagegames.com/community/forums/viewthread/105229
#100
11/10/2009 (10:34 pm)
@Scot Kinney: for specific model scaling you can add something like this to the datablock for the model. just be sure to replace ModelData with the data name of the model.function ModelData::onAdd(%this,%obj)
{
// Player model scaling
%obj.setScale("0.4 0.4 0.4");
}
Torque Owner JesseL
Pyrotronics-Games