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.
#122
12/07/2009 (4:00 am)
Quote:If installed correctly, which simgroup(s) you use shouldn't matter; the kit will take care of that automatically.Scott: If the teams are managed via SimGroups, you'll need to be careful not to add AI characters to any of your own SimGroups, since an object can only be in one group at a time.
#123
Teams aren't managed via SimGroup so it doesn't matter where they are.
12/07/2009 (5:04 am)
@ DanielTeams aren't managed via SimGroup so it doesn't matter where they are.
#124
12/07/2009 (6:04 pm)
Okay - that's me trying to help when I really don't have a clue what's going on :P.
#125
$AISK_FREE_FOR_ALL = true; in scripts/server/aiplayer.cs WAS set to True...somehow. I set it to False and saved it but the bots still fight each other. I don't really see where or how the kit could be installed wrong. It's pretty straight-forward. Any other ideas?
EDIT: I must've edited the wrong copy, seems to be working now!
12/07/2009 (6:28 pm)
Quote:If bots on the same team are fighting each other (and you haven't set $AISK_FREE_FOR_ALL = true;)
$AISK_FREE_FOR_ALL = true; in scripts/server/aiplayer.cs WAS set to True...somehow. I set it to False and saved it but the bots still fight each other. I don't really see where or how the kit could be installed wrong. It's pretty straight-forward. Any other ideas?
EDIT: I must've edited the wrong copy, seems to be working now!
#126
Can you share the fix or do we have to wait?
Also, I'm getting an error in the console I'm hoping you can shed some light on...
scripts/server/gameCore.cs (361): Unknown command Think.
Object AIManager (3972) AIManager -> ScriptObject -> SimObject
EDIT: I think I fixed it...I uncommented the following lines in gameCore.cs
// // Start the AIManager
new ScriptObject(AIManager) {};
MissionCleanup.add(AIManager);
AIManager.think();
12/09/2009 (3:32 pm)
Quote:Currently the death animation does not play correctly in T3D (but it works fine in TGE and TGEA). I've already fixed the issue on my internal build and this will be in the next release.
Can you share the fix or do we have to wait?
Also, I'm getting an error in the console I'm hoping you can shed some light on...
scripts/server/gameCore.cs (361): Unknown command Think.
Object AIManager (3972) AIManager -> ScriptObject -> SimObject
EDIT: I think I fixed it...I uncommented the following lines in gameCore.cs
// // Start the AIManager
new ScriptObject(AIManager) {};
MissionCleanup.add(AIManager);
AIManager.think();
#127
Edit: On second thought, here's the death animation fix.
File- scripts/server/player.cs
Function- Player::playDeathAnimation()
Replace the whole function with:
12/09/2009 (9:50 pm)
I'm still doing testing, documentation, etc on the fix; so it's not quite ready to be released yet. Also I've corrected the issue you mentioned here for the next update.Edit: On second thought, here's the death animation fix.
File- scripts/server/player.cs
Function- Player::playDeathAnimation()
Replace the whole function with:
function Player::playDeathAnimation(%this)
{
//AISK Changes: Start
if (%this.client !$= "")
{
if (%this.client.deathIdx++ > 11)
%this.client.deathIdx = 1;
%this.setActionThread("Death" @ %this.client.deathIdx);
}
else
{
%rand = getRandom(1, 11);
%this.setActionThread("Death" @ %rand);
}
//AISK Changes: End
}
#128
If I switch to the DefaultPlayer I can kill him just fine...so I'm guessing it has something to do with the monster characters I'm using. I have no clue, tried just about everything so far.
CORRECTION: Switching to the default player does NOT work. Only if I switch to a player that is NOT listed in aiplayerDatablocks.cs. I don't know how these names even got on the Character Type list. DefaultPlayerData and DemoPlayer shouldn't be there I don't think. But if I select them, I can kill them!
So, what could be wrong? It doesn't seem to be the model.

12/09/2009 (11:13 pm)
Awesome, but I still can't kill the damn things...lolIf I switch to the DefaultPlayer I can kill him just fine...so I'm guessing it has something to do with the monster characters I'm using. I have no clue, tried just about everything so far.
CORRECTION: Switching to the default player does NOT work. Only if I switch to a player that is NOT listed in aiplayerDatablocks.cs. I don't know how these names even got on the Character Type list. DefaultPlayerData and DemoPlayer shouldn't be there I don't think. But if I select them, I can kill them!
So, what could be wrong? It doesn't seem to be the model.

#129
12/10/2009 (12:29 am)
How do I turn on the death animation for the default player datablock? I am talking about the one in aiplayer.cs Also Note that I have changed the model.
#130
12/10/2009 (8:39 pm)
Where is the info on the bot's health?
#131
First off: Scot Kinney, please immediately remove the file you have linked to above as it is in violation of The Universal AI Starter Kit's End User License Agreement (EULA).
Second, I asked for this from you a number of times in the past and have yet to get a clear answer.
What modifications have you made to your project?
I know for a fact that you have made significant changes to both Torque and The Universal AI Starter Kit. And I can tell you now, those changes are undoubtedly the cause of most (if not all) of your issues.
Please read and follow the instructions, use the search function and attempt to figure it out own your own before asking for help from me. Despite what you may think, The UAISK does not come included with unlimited tech support and remote debugging for customizations that have nothing to do with it.
@ Alexander B
Even though this wasn’t directed at you (this time), I hope you read it as well.
12/10/2009 (9:11 pm)
@ Scot KinneyFirst off: Scot Kinney, please immediately remove the file you have linked to above as it is in violation of The Universal AI Starter Kit's End User License Agreement (EULA).
Second, I asked for this from you a number of times in the past and have yet to get a clear answer.
What modifications have you made to your project?
I know for a fact that you have made significant changes to both Torque and The Universal AI Starter Kit. And I can tell you now, those changes are undoubtedly the cause of most (if not all) of your issues.
Please read and follow the instructions, use the search function and attempt to figure it out own your own before asking for help from me. Despite what you may think, The UAISK does not come included with unlimited tech support and remote debugging for customizations that have nothing to do with it.
@ Alexander B
Even though this wasn’t directed at you (this time), I hope you read it as well.
#132
My issue is that I do not know how to turn on the death animation for other datablocks other then the player.cs I have an ai script and it is working in the game but when they die nothing happens. They just stand there still. I am pretty sure this will be the last if not the second last problem I will have. Other then this the ai kit is great and works perfectley.
12/10/2009 (9:41 pm)
Yeah i read it. I understand what your saying. However I have looked for help on this issue and I have tried to fix it but I have had no success. I have also made no other modifications other then GMK which works with the univeral AI kit perfectley.My issue is that I do not know how to turn on the death animation for other datablocks other then the player.cs I have an ai script and it is working in the game but when they die nothing happens. They just stand there still. I am pretty sure this will be the last if not the second last problem I will have. Other then this the ai kit is great and works perfectley.
#133
I've already installed and configured this program twice. I've made almost NO changes to T3D or the UAISK. I bought AFX but haven't even bothered to install it since it isn't ready for T3D yet either.
I've removed the link above, I apologize for the oversight.
The only issue I have is I can't kill the AI. I've managed to figure out most of the others on my own with the exception of the one you said you'd fix in the next release.
I don't expect unlimited tech support, and I've used search until I'm blue in the face. I've wasted many, many hours trying to get this thing to work.
I purchased the GMK just 5 minutes before I got the notice of your post, hopefully I can get the AI to work using that instead.
It just shouldn't be this difficult.
12/10/2009 (9:46 pm)
Hmmm, having a bad day? Me too...I've already installed and configured this program twice. I've made almost NO changes to T3D or the UAISK. I bought AFX but haven't even bothered to install it since it isn't ready for T3D yet either.
I've removed the link above, I apologize for the oversight.
The only issue I have is I can't kill the AI. I've managed to figure out most of the others on my own with the exception of the one you said you'd fix in the next release.
I don't expect unlimited tech support, and I've used search until I'm blue in the face. I've wasted many, many hours trying to get this thing to work.
I purchased the GMK just 5 minutes before I got the notice of your post, hopefully I can get the AI to work using that instead.
It just shouldn't be this difficult.
#134
12/11/2009 (6:29 pm)
Scott - have you tried stepping through the scripts with an IDE like Torsion of TorqueDev? If you put a breakpoint in the equivalent of Armor::onDamage (or even somewhere in the engine source code) you can follow execution until it goes wrong.
#135
@Daniel - sorry, no clue how to do that...yet...I'm no scripter or programmer...just a humble level designer.
12/11/2009 (10:18 pm)
@Alexander - The way it's set up it calls a random death animation from 1-11 so you need to make sure your myMonster.cs file in shapes/actors/mymonster has the sequences listed for all 11 death sequences. Then make sure you have them in the directory or are calling them from the right directory. Gideon has them all. Or, you can use the same animation and list it over and over and just number it 1-11. Hope that helps!@Daniel - sorry, no clue how to do that...yet...I'm no scripter or programmer...just a humble level designer.
#136
EDIT: In the orc player.cs it has this
sequence10 = "./death.dsq death2";
sequence11 = "./death.dsq death3";
sequence12 = "./death.dsq death4";
sequence13 = "./death.dsq death5";
sequence14 = "./death.dsq death6";
sequence15 = "./death.dsq death7";
sequence16 = "./death.dsq death8";
sequence17 = "./death.dsq death9";
sequence18 = "./death.dsq death10";
sequence19 = "./death.dsq death11";
Where do I call these animations in spaceorcbot.cs so it works with the universal AI KIT? Note that I am using GMK and this is a GMK AI script however it works in the univeral ai kit just the death animation doesn't work but it works in GMK.
12/12/2009 (11:06 pm)
I only have one death animation. However where are the deah animations called? My spaceorcbot.cs file has almost nothing in it to do with death. I think it just has a set limit of health and when that runs out it dies but has no animation.EDIT: In the orc player.cs it has this
sequence10 = "./death.dsq death2";
sequence11 = "./death.dsq death3";
sequence12 = "./death.dsq death4";
sequence13 = "./death.dsq death5";
sequence14 = "./death.dsq death6";
sequence15 = "./death.dsq death7";
sequence16 = "./death.dsq death8";
sequence17 = "./death.dsq death9";
sequence18 = "./death.dsq death10";
sequence19 = "./death.dsq death11";
Where do I call these animations in spaceorcbot.cs so it works with the universal AI KIT? Note that I am using GMK and this is a GMK AI script however it works in the univeral ai kit just the death animation doesn't work but it works in GMK.
#137
12/16/2009 (3:59 am)
I have fixed the problem. So just letting people know GMK and the univeral AI kit work very well with each other.
#138
For anyone currently using the kit in T3D, I'd actually recommend that you just work on another part of your project (as in, not the AI) for a week or so until the update is released. The new update has a lot of cool things that I haven't mentioned at all yet (both features and bug fixes), so there's no point in asking about bugs or features until it's out. Just be patient and it will be out soon.
12/16/2009 (4:20 am)
Update 1.2 adds a "get rotation" button that works like the current "set position" button, only for the player's/camera's rotation instead of position. Also normally the markers rotation doesn't really matter; after the bot paces back and forth once, it will have a completely different rotation anyway.For anyone currently using the kit in T3D, I'd actually recommend that you just work on another part of your project (as in, not the AI) for a week or so until the update is released. The new update has a lot of cool things that I haven't mentioned at all yet (both features and bug fixes), so there's no point in asking about bugs or features until it's out. Just be patient and it will be out soon.
#139
12/16/2009 (4:23 am)
I'm excited for 1.2! XD
#140
12/16/2009 (6:19 am)
Ok sounds good but I have to put AI in my game now so I guess i am stuck with 1.1 which is fine cause it works pretty well.
Torque 3D Owner Twisted Jenius
The AI can be killed; except when in the "NPC" behavior mode which is why there's also the "KillableNPC" behavior.
Currently the death animation does not play correctly in T3D (but it works fine in TGE and TGEA). I've already fixed the issue on my internal build and this will be in the next release.
If bots on the same team are fighting each other (and you haven't set $AISK_FREE_FOR_ALL = true;) then you didn't install the kit properly. If installed correctly, which simgroup(s) you use shouldn't matter; the kit will take care of that automatically.