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UAISK or TAISK for syndicate-like game?

by Andy S. · in Torque 3D Professional · 07/04/2013 (5:23 am) · 5 replies

Hi all,

i am creating a game which is very similar to the original syndicate game. Using Steve Acasters's great turn-based game resource, i have my squad set up and they can move around. I used this resource as a base and modified it so it is not turn-based anymore.
Now my next step is to add in the AI opponents and NPCs. I Need to have the following different AIs:

- Enemy agents that attack my agents on sight
- Civilians that wander around randomly and flee when there is violence
- Police (neutral at first, but when there is violence, they attack)

The AI should use pathfinding (I have walkabout integrated).

I am wondering which AI solution is best for my Project. Should I go with the UAISK or better the TAISK? What are your experiences with both kits so far? Would the TAISK be useful for my type of game anyways? For sure a big pus is the integrated AI Zone Manager. Also, in the TAISK, the bots use states, correct? Is it difficult to create new states...how good is the doc? And Last but not least, does it integrate into MIT 2.0 or 3.0 without Problems?


#1
07/04/2013 (7:59 am)
Neither uses the pathing available in Walkabout - you're going to have to do that yourself.

UAISK uses states as well. It's not hard to add states, usually it's a simple matter of writing a function and calling it when you switch to the new state (and maybe some transition stuff).

Both of them can be integrated with MIT 2.0 and 3.0.

I don't have TAIK, but I do have UAISK and I'm currently teaching it to play soccer. I'm just starting down this path, so I can't really say how difficult it will be.
#2
07/04/2013 (8:21 am)
Thanks Richard. However UAISK does work with walkabout, in walkabout's docs there is an Explanation on how to set it up.
#3
07/04/2013 (1:19 pm)
I have both, they while both being AI management solutions are very different beast, UAISK is all scripts, good for the learner but can get bogged down when you throw a few AI at it, Its pretty simple to learn and modify and you can use walkabout with it as you say.

TAIK is a mix of script and C++ so can be faster and handle more AI, has zones to handle even more AI, has all sorts of fancy stuff, cover points, etc. Is also easy to learn. At this time doesn't use walkabout, however the new version is supposed to as well as a host of new free weapons, although i'm still waiting on that one since MIT.
#4
07/04/2013 (3:10 pm)
Thansk also Robert, very informative!
#5
07/04/2013 (5:17 pm)
I didn't say "it doesn't work with Walkabout" - I said you'd have to set that up yourself. It is nice that Daniel explains how to do that, but that's in Walkabout's docs - not part of the UAISK.

I'm certain that TAIK works with Walkabout as well - but you'd have to set it up.