Need help finding a resource for AI
by Logan Strunk · in Torque Game Engine · 12/17/2006 (11:18 am) · 6 replies
Matthew Evans wrote a torque AIplayer.cs that was incredibly good. I found it about 3 months ago and incorporated it into my game. However, I was stupid and made some changes and didn't make a backup and now I've screwed it up and am not sure what I did.
I keep looking for it, but can not find it for the life of me.
Could anyone point me at it please? I would really appreciate it.
Or, if there are any other AI resources that are better, I would appreciate it. I'm making a zombie game, and I need AI that can wonder freely around my map, with me just setting spawn points, and thats what the one Matthew Evans wrote would do.
Thanks guys.
I keep looking for it, but can not find it for the life of me.
Could anyone point me at it please? I would really appreciate it.
Or, if there are any other AI resources that are better, I would appreciate it. I'm making a zombie game, and I need AI that can wonder freely around my map, with me just setting spawn points, and thats what the one Matthew Evans wrote would do.
Thanks guys.
#2
12/17/2006 (12:08 pm)
I found AI Guard to be a good resource if you are making a game with no guns.
#3
I think MAYBE just MAYBE GarageGames deleted it because they might be working on a AI they want to sell, and this one is really great.
AIGuard won't free roam.
12/17/2006 (12:16 pm)
Not to sound like a conspiracy theorist, but I have an aiplayer.cs with his name in the comments saying he made it.I think MAYBE just MAYBE GarageGames deleted it because they might be working on a AI they want to sell, and this one is really great.
AIGuard won't free roam.
#4
It's no conspiracy. Two brothers, Daniel and Matthew worked on separate script-only AI solutions for TGE -- as a challenge to see whose AI code was superior. Apparently, Matthew's code won out and Killer Kork was the result. After the contest, Daniel posted everything as a resource here on the site. In my opinion, it's the best AI solution I've found for Torque so far.
Ah, brotherly competition, aint it cool.
Here's the link . . .
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=10278
It works great with stock TGE. However, it doesn't seem to work at all if you're using Zod's multigametype framework (crashes every time). I'm still trying to figure out the problem.
[Edit: added some stuff and changed some stuff, thinkos mostly]
12/17/2006 (3:15 pm)
@LoganIt's no conspiracy. Two brothers, Daniel and Matthew worked on separate script-only AI solutions for TGE -- as a challenge to see whose AI code was superior. Apparently, Matthew's code won out and Killer Kork was the result. After the contest, Daniel posted everything as a resource here on the site. In my opinion, it's the best AI solution I've found for Torque so far.
Ah, brotherly competition, aint it cool.
Here's the link . . .
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=10278
It works great with stock TGE. However, it doesn't seem to work at all if you're using Zod's multigametype framework (crashes every time). I'm still trying to figure out the problem.
[Edit: added some stuff and changed some stuff, thinkos mostly]
#5
I appreciate it it. The only problem I have with it is, being all script, its rather....slow. You get more than about 5 bots and it bogs down really heavily.
I'm working on modifying the AIPatrol bot to have some of the characterisitics of the AIGuard bot. Basically, what I'm trying to do is, make it so that if it see's someone (or multiple people) it picks the closest person, and sets their location as a new node to go to. When it loses them, it returns to heading towards the old node it was going towards.
Shouldn't be THAt difficult, but it is the first big script project I've worked on.
12/18/2006 (10:21 am)
Heh, I really appreciate it. What made me think it might have been removed was that in searching for AI I found mentions of an AI pack coming out. I appreciate it it. The only problem I have with it is, being all script, its rather....slow. You get more than about 5 bots and it bogs down really heavily.
I'm working on modifying the AIPatrol bot to have some of the characterisitics of the AIGuard bot. Basically, what I'm trying to do is, make it so that if it see's someone (or multiple people) it picks the closest person, and sets their location as a new node to go to. When it loses them, it returns to heading towards the old node it was going towards.
Shouldn't be THAt difficult, but it is the first big script project I've worked on.
#6
12/18/2006 (10:40 am)
I am not sure why Maxwell Marsh said this "I found AI Guard to be a good resource if you are making a game with no guns." Can you give details why you said this. The AI Guard work very well with just about any weapon. I have create alot AIs off of AIGuard, a attacking bear, a horse, a shark, spider, zombie, etc. You can do alot with the AI Guard.
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