Game Development Community

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

About the author

Developer of The Universal AI Starter Kit and Twisty's Asylum Escapades.

#101
11/11/2009 (10:08 am)
Thanks Donald! That worked like a charm. I added it in in aiPlayerDatablocks.cs where I have all of my AI datablocks.
#102
11/18/2009 (4:13 am)
hi Twisted
may i ask a path question ?
now i make 1 path have 4 pathmarker(1,2,3,4), is loop
how do it change the mode ?
1->2->3->4 , 4->3->2->1??
#103
11/18/2009 (9:04 am)
@ pluto chen

To change the way the bot follows a path, you have to change the order of the path markers. If needed, this can be done after the mission is loaded and the bot will change its movment pattern whenever you change the marker order. But something like that would require a bit of scripting. Here's some quick, short pseudo code for what you might want to do: %pathMarker.seqNum = %newSeqNum;

Of course if you just want to bot to always go in the other direction, then just change the markers' seqNum in mission editor.
#104
11/18/2009 (8:51 pm)
thx Twisted~
i can change seqNum~

but if i need
1->2->3->4 ,when my bot at seqNum4 location, next want to seqNum3 location then ->2->1 for a loop ?

still use mission editor?
#105
11/19/2009 (12:17 am)
Twisted in TGEA 1.8.1 will this work with AFX 2.0 installed and yack pack?
#106
11/19/2009 (12:36 am)
@ Tom Timothy

I can't say for sure because I don't own AFX 2 or Yack Pack. I would guess that it would work, but you may have to customize the install process a bit.


@ pluto chen

To dynamically change the direction your bot is going, you have to write a custom script to change the seqNum of the markers, but this should be relatively easy.
#107
11/20/2009 (3:00 pm)
What would cause my AI to stop momentarily at each marker and do a weird little stutter and then move on to the next marker, sometimes walking like they should and sometimes just sliding across the ground?
#108
11/20/2009 (3:17 pm)
@ Scot

Sounds like an animation or networking issue. But it's really difficult to say without significantly more information.
#109
11/20/2009 (3:29 pm)
Has anyone actually been able to merge this into T3D 1.01 or T3D 1.1? I have tried unsuccessfully 2 or 3 times now.
#110
11/20/2009 (3:33 pm)
@ TJ
Could you post the animations.cs file that this was designed with? I'm wondering if it matters what order various sequences are in etc compared to Gideons.
#111
11/20/2009 (3:38 pm)
@ Michael

I haven't tested it wil T3D 1.1, but it should at least work with T3D 1.0.1, but likely it will work in both.

Can you be more specific about the problem you're having? Is everything compiling? Are you getting any console errors?

Quote: 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!!!!!!!!
#112
11/20/2009 (3:44 pm)
@Scot

The kit was made using the stock animations.cs that each engine comes with. But it's unlikely that animations.cs is the cause of your issues.

I'm just going to have to make this my sig...

Quote: 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!!!!!!!!
#113
11/23/2009 (9:29 pm)
I'm getting an error with a fresh install of the kit in T3D 1.1 that I believe I've been getting all along but just so you knew it was a fresh install...here's the error..

scripts/server/aiplayer.cs (258): Unable to find object: 'allMarkersSet' attempting to call function 'getCount'

Any ideas?
#114
11/24/2009 (1:14 am)
You likely made an error with step 6 of the install instructions. If that's not the case, it may be because of a difference between the 1.0 and 1.1 versions of T3D.
#115
11/24/2009 (10:44 am)
Does this need to be uncommented?

// // Start the AIManager
// new ScriptObject(AIManager) {};
// MissionCleanup.add(AIManager);
// AIManager.think();
#116
11/24/2009 (11:19 am)
I don't know why but the other error cleared up and now I'm just getting this one...

scripts/server/aiplayer.cs (1991): Unable to find object: 'TeamSet1' attempting to call function 'getCount'

Do I need to compile for the changes to take affect?
#117
11/25/2009 (1:07 pm)
What that error means Scot is that the SimGroups that hold the player / AI objects hasn't at this time been created.

If you are getting and error message when it tries to pull the TeamSet1.getCount() function then that means the simGroup TeamSet1 has yet to be created. Try looking through your script files and see if you can find all instances of TeamSet1 and you might be able to better understand whats going on.
#118
11/25/2009 (9:06 pm)
Can you please email me as i want to talk to you about your ai kit. My email is bishop.alexander@gmail.com or if you want we can talk on msn and my msn is bruneman@hotmai.com
#119
12/01/2009 (2:14 am)
Ignore this.
#120
12/06/2009 (7:41 pm)
Did you say in an earlier post that the AI cannot be killed? I seem to be having a problem ever killing them. Or, was it a matter of AI not playing the death animation? If so, has it been fixed?

@Jesse - Were we supposed to create a SimGroup for the AI? If my AI meet each other on a path they battle it out and I don't think they should since they're on the same team.