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.
#142
Are you using T3D 1.1 alpha? I've now had a few other reports from T3D users about similar problems and I think it might due to changes that were done in-between 1.0.1 and 1.1 alpha. But if you're using version 1.0, then the problem is due to a mistake you've made. (This is why the first thing I ask for in my first post is for your version of Torque. I can't help you if I don't have all of the information I need.)
In the new update, I actually added in a character height global variable which may help.
@Everyone
I sent off the update to GG this morning, so we'll just have to see how long it takes them to put it up. Due to Christmas, it might be a week or more. And no, I will not email anyone a copy. (Not directed at anyone as several people have asked.)
12/21/2009 (2:23 pm)
@ScotAre you using T3D 1.1 alpha? I've now had a few other reports from T3D users about similar problems and I think it might due to changes that were done in-between 1.0.1 and 1.1 alpha. But if you're using version 1.0, then the problem is due to a mistake you've made. (This is why the first thing I ask for in my first post is for your version of Torque. I can't help you if I don't have all of the information I need.)
In the new update, I actually added in a character height global variable which may help.
@Everyone
I sent off the update to GG this morning, so we'll just have to see how long it takes them to put it up. Due to Christmas, it might be a week or more. And no, I will not email anyone a copy. (Not directed at anyone as several people have asked.)
#143
12/21/2009 (2:45 pm)
Yes, I'm using 1.1 Alpha.
#144
12/21/2009 (2:50 pm)
Ok, now we're getting somewhere. I'm only using the binary version of T3D, so at the moment I only have access to version 1.0.1. But I'll dig around the forum and see what I can find out about character and/or weapon changes that were made in 1.1 alpha. Of course any changes that are needed will not be in the next release because as I mentioned, I've already sent off that file.
#145
12/21/2009 (6:55 pm)
Quote:Bot 2 is about 3 times as big as Gideon and I can only hit him from the knees down. This probably has nothing to do with GMK but if anyone knows why this is I'd appreciate the help in fixing it!Have you changed the bounding box in this character's datablock? www.torquepowered.com/community/forums/viewthread/106097
#146
The last thing I need to figure out is how to get them to play a specific animation upon firing. I tried one example of changing the animation name to medium_recoil but it seemed to screw up the other animations.
@Twisted - They still haven't sprung for a free Developer's copy of T3D for you? Seems like the least they could do...
12/21/2009 (7:22 pm)
@Daniel - That did it Daniel! Thanks! So, you got any idea why I can't put my monster models in the aiPlayerDataBlocks.cs and still shoot them? I'd like to be able to control each one more individually, particularly the scale.The last thing I need to figure out is how to get them to play a specific animation upon firing. I tried one example of changing the animation name to medium_recoil but it seemed to screw up the other animations.
@Twisted - They still haven't sprung for a free Developer's copy of T3D for you? Seems like the least they could do...
#147
FWIW if anyone out there is having trouble integrating this with an existing project, and you see the editor, but no bots spawn when you place them and you get no errors in the console, RTFM and check your aiPlayerDataBlocks...
I'm curious, which Team Implementation are you using? I'm having trouble getting mine to work, thinking I might use whatever works with this resource...
12/22/2009 (7:56 am)
Twisted, Thank You!!!FWIW if anyone out there is having trouble integrating this with an existing project, and you see the editor, but no bots spawn when you place them and you get no errors in the console, RTFM and check your aiPlayerDataBlocks...
I'm curious, which Team Implementation are you using? I'm having trouble getting mine to work, thinking I might use whatever works with this resource...
#148
The team system used in the kit is something I put together myself just for the kit. It's fairly basic and AI specific, but you could probably expand on it relatively easily. The team functions are at the bottom of aiPlayer.cs if you want to make any changes to them. In theory it should work in multiplayer (for both players and bots), but I've never actually tested it so I can't say for sure.
12/22/2009 (8:20 am)
No, thank you Gibby for R-ing TFM.The team system used in the kit is something I put together myself just for the kit. It's fairly basic and AI specific, but you could probably expand on it relatively easily. The team functions are at the bottom of aiPlayer.cs if you want to make any changes to them. In theory it should work in multiplayer (for both players and bots), but I've never actually tested it so I can't say for sure.
#149
...on that note has anyone integrated Martin Schultz's aiFlyingVehicle with this? I intend to sync the team implementation and fierce bots from that resource into this one, any advice would be most appreciated...
'nother question, what's a quick way to setup the ShapeHud to see the bots?
12/22/2009 (8:58 am)
Thanks Twisted, I'll check there, I think it's likely only a script ref holding me up......on that note has anyone integrated Martin Schultz's aiFlyingVehicle with this? I intend to sync the team implementation and fierce bots from that resource into this one, any advice would be most appreciated...
'nother question, what's a quick way to setup the ShapeHud to see the bots?
#150
In TGEA- open the GUI editor, open the PlayGui then go to: Toggle Palette > All > GuiShapeNameHud
Size and position it as needed, and you may also have to make sure to set noCursor = "1"; if you see the cursor after you save the file.
Then open the AI editor, go to Actions and toggle "Show Names".
Of course one thing to note is that the "name" really shows debug info rather than a name. In aiPlayer.cs do a search within that file and look at where I've use $AISK_SHOW_NAME.
To get the kit to work with the AI Flying Vehicle resource you might just have to add in the source code it supplies and change all the "aiplayer" references to "aiFlyingVehicle" in the kit's script. But I want to put heavy emphasis on the "might", as this is completely untested advice and not a supported feature The Universal AI Starter Kit.
Edit: Also you may get a few Z-axis related oddities with the bot's navigation system. And remember that a new update is just around the corner (whenever GG gets around to putting it up), so I'd recommend waiting until then before you start making any major changes or you may end up redoing a good bit of your work.
12/22/2009 (9:31 am)
@GibbyIn TGEA- open the GUI editor, open the PlayGui then go to: Toggle Palette > All > GuiShapeNameHud
Size and position it as needed, and you may also have to make sure to set noCursor = "1"; if you see the cursor after you save the file.
Then open the AI editor, go to Actions and toggle "Show Names".
Of course one thing to note is that the "name" really shows debug info rather than a name. In aiPlayer.cs do a search within that file and look at where I've use $AISK_SHOW_NAME.
To get the kit to work with the AI Flying Vehicle resource you might just have to add in the source code it supplies and change all the "aiplayer" references to "aiFlyingVehicle" in the kit's script. But I want to put heavy emphasis on the "might", as this is completely untested advice and not a supported feature The Universal AI Starter Kit.
Edit: Also you may get a few Z-axis related oddities with the bot's navigation system. And remember that a new update is just around the corner (whenever GG gets around to putting it up), so I'd recommend waiting until then before you start making any major changes or you may end up redoing a good bit of your work.
#151
12/29/2009 (10:10 pm)
ty Twisted for the death fix, it works very well on the alpha T3D. I really like the ai kit :)
#152
Glad you like the kit and thanks for letting me know that it seems to be working for you in the alpha version.
Good thing I decided to post that death animation fix since it's taking GG so long to update products due to the holidays. Of course there are still a quite a number of bug fixes and improvements in update 1.2 that I haven't posted yet; I just posted the death animation fix because it was on of the most obvious bugs.
12/30/2009 (9:20 am)
@ Daniel FaselGlad you like the kit and thanks for letting me know that it seems to be working for you in the alpha version.
Good thing I decided to post that death animation fix since it's taking GG so long to update products due to the holidays. Of course there are still a quite a number of bug fixes and improvements in update 1.2 that I haven't posted yet; I just posted the death animation fix because it was on of the most obvious bugs.
#153
Hope my English is not to hard, is not my main longuage.
12/30/2009 (12:03 pm)
yes, i can't wait to get the update :) it was really cool to put in the fix! my levels looks much better if the ai's do the animation... really fun now :) and i think it works well on the Alpha. But i have not tested every function yet. Can i give you a little suggestion for the future? It would be very nice to have a function, just click able, where the Ai know to stay only in water, or only on land, or even both, if we wish. This would help coding noob's like me a lot :)Hope my English is not to hard, is not my main longuage.
#154
Just purchased this thing today and im trying to get it working wtith my game. I have TGE 1.5.2 and i'm using a LOT of customizations, so as expected things dont work right out of the box. In particular im using the Actor resource which collapses the Player and AIPlayer into 1 class.
after a bunch of debugging and edits, Im finding that just using your editor to try and spawn stuff in the mission doesnt work because the AIMarker instances get created at 0,0,100 instead of where my player is standing. Is that a known issue? or am I doing something wrong?
what I do this this:
- start my game
- enter a mission
- take about 5 steps forward
- hit Alt+A
- fill in the various values to create a new AI and then hit apply+respawn
Also - when I open the editor for the very first time, I always see something like this:
nitializing AI Marker Editor
AI Marker Editor counts: 11 players, 4 items, 0 markers, and 0 paths within 5 simgroups.
creator/editor/AIMarkerEditor.cs (292): Unable to find object: '' attempting to call function 'getGroup'
creator/editor/AIMarkerEditor.cs (292): Unable to find object: '' attempting to call function 'getName'
creator/editor/AIMarkerEditor.cs (501): Unable to find object: '' attempting to call function 'getName'
Selected Marker:
creator/editor/AIMarkerEditor.cs (292): Unable to find object: '' attempting to call function 'getGroup'
creator/editor/AIMarkerEditor.cs (292): Unable to find object: '' attempting to call function 'getName'
creator/editor/AIMarkerEditor.cs (501): Unable to find object: '' attempting to call function 'getName'
Selected Marker:
Chances are I forgot to include/edit something somewhere, but im not sure what.
Using torsion I tried to see where the missing values were showing up and found that the updateControls() function gets called a lot - but only once in a while gives the above errors.
Any ideas on where I should start looking?
01/03/2010 (8:47 pm)
Hi.Just purchased this thing today and im trying to get it working wtith my game. I have TGE 1.5.2 and i'm using a LOT of customizations, so as expected things dont work right out of the box. In particular im using the Actor resource which collapses the Player and AIPlayer into 1 class.
after a bunch of debugging and edits, Im finding that just using your editor to try and spawn stuff in the mission doesnt work because the AIMarker instances get created at 0,0,100 instead of where my player is standing. Is that a known issue? or am I doing something wrong?
what I do this this:
- start my game
- enter a mission
- take about 5 steps forward
- hit Alt+A
- fill in the various values to create a new AI and then hit apply+respawn
Also - when I open the editor for the very first time, I always see something like this:
nitializing AI Marker Editor
AI Marker Editor counts: 11 players, 4 items, 0 markers, and 0 paths within 5 simgroups.
creator/editor/AIMarkerEditor.cs (292): Unable to find object: '' attempting to call function 'getGroup'
creator/editor/AIMarkerEditor.cs (292): Unable to find object: '' attempting to call function 'getName'
creator/editor/AIMarkerEditor.cs (501): Unable to find object: '' attempting to call function 'getName'
Selected Marker:
creator/editor/AIMarkerEditor.cs (292): Unable to find object: '' attempting to call function 'getGroup'
creator/editor/AIMarkerEditor.cs (292): Unable to find object: '' attempting to call function 'getName'
creator/editor/AIMarkerEditor.cs (501): Unable to find object: '' attempting to call function 'getName'
Selected Marker:
Chances are I forgot to include/edit something somewhere, but im not sure what.
Using torsion I tried to see where the missing values were showing up and found that the updateControls() function gets called a lot - but only once in a while gives the above errors.
Any ideas on where I should start looking?
#155
Those errors may be fixed by version 1.2 which should be out this week, now that the holidays are over. But even if you continue to get those; they may not really be hurting anything.
01/03/2010 (9:20 pm)
If you want a marker to be placed where the player is, make sure to hit the "Get Position" button before you apply (I didn't see you mention that in your steps). If you are already using that button and it's still placing the marker at 0,0,100 then either it's because the player standing at 0,0,100 or it's due to a customization you've done. This is not an issue I've experienced or heard anyone else mention; in fact the normal default value is 0,0,0 so you would have had to have changed that too.Those errors may be fixed by version 1.2 which should be out this week, now that the holidays are over. But even if you continue to get those; they may not really be hurting anything.
#156
01/03/2010 (9:52 pm)
How is version 1.2 going anyway. If you can get that released within the next week that would be awesome because I could really use AI walking around in my game.
#157
one other curiosity -- I accidently spelled one of my weapon names wrong during setup -- but I got Zero errors while running stuff. Is this intentional?
it made debugging things considerably more difficult.
01/03/2010 (10:46 pm)
@Twisted -- that fixed the marker creation problems, thanks.one other curiosity -- I accidently spelled one of my weapon names wrong during setup -- but I got Zero errors while running stuff. Is this intentional?
it made debugging things considerably more difficult.
#158
Check the second half of this comment.
@ Jon Paynter
As far as the kit is concerned, a weapon's name doesn't matter much. As long as you spell the name the same way for both the weapon and the weapon's ammo it will work just fine (assuming that everything else is setup correctly, like the weapon's class). This was done intentionally to allow you to use whatever weapon you want (plus it's not like I could reasonably put in some kind of weapon name spell checking).
EDIT- I can almost see it now. You name a weapon "bgf", then you load your game and a paperclip pops up and asks: Did you mean "BFG"?
01/03/2010 (11:05 pm)
@ Alexander BCheck the second half of this comment.
@ Jon Paynter
As far as the kit is concerned, a weapon's name doesn't matter much. As long as you spell the name the same way for both the weapon and the weapon's ammo it will work just fine (assuming that everything else is setup correctly, like the weapon's class). This was done intentionally to allow you to use whatever weapon you want (plus it's not like I could reasonably put in some kind of weapon name spell checking).
EDIT- I can almost see it now. You name a weapon "bgf", then you load your game and a paperclip pops up and asks: Did you mean "BFG"?
#159
01/03/2010 (11:21 pm)
Ahhh ok didn't see that. Thanks and I am looking forward to using it :)
#160
01/04/2010 (12:04 pm)
@Gibby...are you putting your bots in aiplayerdatablocks? If I do I can't shoot them. I'd like to see how you're doing it maybe via email or something.
Torque 3D Owner Scottie Sirius
The next problem I'm having is where on their body I can shoot them. I'm working with 2 characters. Neither are Torque standard/included characters. One is a dae file and one is a dts. Bot 1 is probably twice as big as Gideon. Consequently I can only hit him from the waist down.
Bot 2 is about 3 times as big as Gideon and I can only hit him from the knees down. This probably has nothing to do with GMK but if anyone knows why this is I'd appreciate the help in fixing it!