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Rudimentary AI system scripts updated

by Richard Ranft · in Torque 3D Beginner · 02/02/2015 (6:12 am) · 3 replies

I dusted off my AI Tutorial scripts this weekend and tested them in 3.5.1 Development.

Things to note -

1) You'll have to add exec() calls to get the support systems working.
2) You'll also have to modify /art/datablocks/datablockExec.cs to point to the new aiPlayer.cs location.
3) You'll need to alter the AI datablocks to use a player model of your choice.
4) I recommend removing the weapon inventory loadout in scripts/server/gameCore.cs GameCore::loadOut() except for one "default" weapon - since the unit is loaded out with the weapon specified in its datablock.

The tutorial was written, but was lost to the sands of time - It was the last thing I was working on at GG and I have no idea what happened to my workstation. I plan on writing it again, but time is not my ally right now. In the meantime I will be adding documentation to the scripts themselves as I find time, to better explain what is going on.

https://github.com/RichardRanft/AITutorial
Just create a new project and copy these scripts in place into the game folder if you like, though I'd suggest using a merge utility like WinMerge so you can cherry-pick what you want to stomp.

About the author

I was a soldier, then a computer technician, an electrician, a technical writer, game programmer, and now software test/tools developer. I've been a hobbyist programmer since the age of 13.


#2
02/02/2015 (10:47 pm)
One more thing....

You'll probably have to swap out "boombot" and "orcburrow" asset references. And there's a gg_decal reference left in from the RTS Prototype.
#3
02/06/2015 (6:23 pm)
Okay, I've replaced the boombot with the soldier again, and added the segment from GameCore::spawnPlayer() that selects a skin. Now each client's bots will have a unique skin (unless you have more clients than skin selections).

Next I'll replace the orc burrow with the station and have units spawn from one of the doors (or maybe random doors).

After that I might get off my butt and start writing a tutorial to go with all of this....