Where is all the ai
by James Hawn · in Torque Game Engine · 03/23/2008 (7:39 am) · 39 replies
I bought the torque game engine with hopes to make a game but after i got it i new after the first day thats not going to happen.i made 1000s of models and levels for a game but still cant get the ai to work like ai in halflife.without ai you dont have a game.why did these people build a engine as good as tge and not put good ai in the engine.i would spend more money if the f?????? ai was better.im not the smartest person in the world but i think the ai matters more than everything.every game engine i have bought looked good intill you tried to put a good ai in the game and thats where the game went down hill.
can someone please get some good ai scripts for the tge. i will pay money for good scripts.
can someone please get some good ai scripts for the tge. i will pay money for good scripts.
About the author
#22
@DAVID:What Edward and James Hawn are really looking for is an open source or low budget superclient. Wtf? What part of i use AIgaurd and badbots for my own game. As it is Torque is a awesome "lowbudget" engine. So to say that, its a bit redundant and a bit insulting to myself and folks that use the torque engine efficiently.
im talking about new stuff, Stephen made a good point. Like maybe a pack that folks can actually see as a addon. Though, im still a bit wondering why the resistance to improve the ai that comes with the engine, or having a extra class coming standard with the engine being resisted. Or maybe becuase the folks that are commenting here, have already gone through the work of doing that leg work. And to see a new person getting a advantage seens like they are getting a leg up. But this is becoming a circular argument, since the folks that have responded (not you stephen) seem to have your minds made up.
@Stephen. "The core reason why you will not see "heavy" AI as part of any of the Torque engines is because no matter how we approach it, it won't be generic enough to qualify for being part of a game engine."
I dont see how improving some of the basic placement and adding behavior options is considered heavy ai. Im not talking about removing Aiplayer, im talking about giving players as a standard some options. And the ability to maybe place them per mission from the get go. TGB has this option, as a standard now. Are you telling my that adding behaviours to a object is standard to all TGB games? Its a argument thats a matter of opinion, I commented on this thread becuase i saw some deficiencies that needed to be addressed. it doesnt mean creating a FPS, tribes Super killer AI or anything like that. It means give players some addition tools to aid in the creation of more ai. Aiguard and similar have a good system which is why im suggesting it. I dont see how adding that from the beginning is such as "heavy ai". But folks it appears think im trying to have work done for me. Sorry to disappoint folks. I have my current ai needs met with badbots(its first mentioned in AFX by christian, the ai programmer for my game Fantasci:Hidden War) and aigaurd/patrol and killer kork. Im thinking about other folks that are entering this engine. So instead of thinking how this thread affects your game. Remember back when you were first starting out. Looking at the ai and going "Where is the ai". And what your first response was. I can gaurantee that it was to look at one of the above mentioned. Not, a oh dont worry about it, its not a important part of your game.
And to be fair. just adding the ability to let folks place AIplayers via the editor from the start, might be a good start at improvement. then let players define a behaviour. IE what ever your game might need. So take it with a grain of salt, im not going to fight you guys, i dont need the suggested upgrades, but some folks starting out might find this kind of thing as useful as maybe adding a shader to that shiny metal gun. But thats totally more core then a ai is. I got better things to do then argue with you folks, my suggested improvements arent ground breaking and pretty flexible. Have a good day.
03/24/2008 (6:59 am)
OK, whatever guys. Im not going to try to explain this a third time. Noone said anything about having a super ai done. Or replacing the current aiplayer class. But mearly having some improvements available for folks like James Hawn. I dont need anymore ai, i already had to ask the question that was asked that started this thread. @DAVID:What Edward and James Hawn are really looking for is an open source or low budget superclient. Wtf? What part of i use AIgaurd and badbots for my own game. As it is Torque is a awesome "lowbudget" engine. So to say that, its a bit redundant and a bit insulting to myself and folks that use the torque engine efficiently.
im talking about new stuff, Stephen made a good point. Like maybe a pack that folks can actually see as a addon. Though, im still a bit wondering why the resistance to improve the ai that comes with the engine, or having a extra class coming standard with the engine being resisted. Or maybe becuase the folks that are commenting here, have already gone through the work of doing that leg work. And to see a new person getting a advantage seens like they are getting a leg up. But this is becoming a circular argument, since the folks that have responded (not you stephen) seem to have your minds made up.
@Stephen. "The core reason why you will not see "heavy" AI as part of any of the Torque engines is because no matter how we approach it, it won't be generic enough to qualify for being part of a game engine."
I dont see how improving some of the basic placement and adding behavior options is considered heavy ai. Im not talking about removing Aiplayer, im talking about giving players as a standard some options. And the ability to maybe place them per mission from the get go. TGB has this option, as a standard now. Are you telling my that adding behaviours to a object is standard to all TGB games? Its a argument thats a matter of opinion, I commented on this thread becuase i saw some deficiencies that needed to be addressed. it doesnt mean creating a FPS, tribes Super killer AI or anything like that. It means give players some addition tools to aid in the creation of more ai. Aiguard and similar have a good system which is why im suggesting it. I dont see how adding that from the beginning is such as "heavy ai". But folks it appears think im trying to have work done for me. Sorry to disappoint folks. I have my current ai needs met with badbots(its first mentioned in AFX by christian, the ai programmer for my game Fantasci:Hidden War) and aigaurd/patrol and killer kork. Im thinking about other folks that are entering this engine. So instead of thinking how this thread affects your game. Remember back when you were first starting out. Looking at the ai and going "Where is the ai". And what your first response was. I can gaurantee that it was to look at one of the above mentioned. Not, a oh dont worry about it, its not a important part of your game.
And to be fair. just adding the ability to let folks place AIplayers via the editor from the start, might be a good start at improvement. then let players define a behaviour. IE what ever your game might need. So take it with a grain of salt, im not going to fight you guys, i dont need the suggested upgrades, but some folks starting out might find this kind of thing as useful as maybe adding a shader to that shiny metal gun. But thats totally more core then a ai is. I got better things to do then argue with you folks, my suggested improvements arent ground breaking and pretty flexible. Have a good day.
#23
I apologize if my terms rubbed you the wrong way, but I fail to see how using a superclient means that you are not using the engine effectively or that saying you are probably looking for a superclient (even if that is not what you said you were looking for - let me rephrase that to "you would probably be pleased to use it if it was available") is insulting. The people that I know who are into AI tend to go the superclient (networked bot) route for a number of reasons valid reasons; scalibility, the freedom to work in the language of choice and the freedom not to be tied to a single engine.
oh well.
03/24/2008 (7:43 am)
So to say that, its a bit redundant and a bit insulting to myself and folks that use the torque engine efficiently.I apologize if my terms rubbed you the wrong way, but I fail to see how using a superclient means that you are not using the engine effectively or that saying you are probably looking for a superclient (even if that is not what you said you were looking for - let me rephrase that to "you would probably be pleased to use it if it was available") is insulting. The people that I know who are into AI tend to go the superclient (networked bot) route for a number of reasons valid reasons; scalibility, the freedom to work in the language of choice and the freedom not to be tied to a single engine.
oh well.
#24
i want bots like in terminator 3.
04/03/2008 (8:59 pm)
I will pay good money for 4 new ai scripts that dont use player.i want bots like in terminator 3.
#25
Do you mean models? (As in "don't use player")
04/03/2008 (9:01 pm)
Dude, there are AI resources available for free here, look at the second post.Do you mean models? (As in "don't use player")
#26
04/03/2008 (11:35 pm)
I need scripts for,animals,bots that have their own animation.
#27
www.garagegames.com/products/19/
it includes, several fish. birds and butterflies. For more advanced examples you will need to look at aiguard, aipatrol, or Killer Kork. Good luck.
04/04/2008 (5:36 am)
In the case of animals, there is a pack from brave tree that has some basic animal pathing.www.garagegames.com/products/19/
it includes, several fish. birds and butterflies. For more advanced examples you will need to look at aiguard, aipatrol, or Killer Kork. Good luck.
#28
I got here late, I suppose.
Anyway. If you want to have AI like Half-Life's, start modding it.
Problem solved? :P
04/04/2008 (2:11 pm)
Quote:I bought the torque game engine with hopes to make a game but after i got it i new after the first day thats not going to happen.i made 1000s of models and levels for a game but still cant get the ai to work like ai in halflife.without ai you dont have a game.why did these people build a engine as good as tge and not put good ai in the engine.i would spend more money if the f?????? ai was better.im not the smartest person in the world but i think the ai matters more than everything.every game engine i have bought looked good intill you tried to put a good ai in the game and thats where the game went down hill.
can someone please get some good ai scripts for the tge. i will pay money for good scripts.
I got here late, I suppose.
Anyway. If you want to have AI like Half-Life's, start modding it.
Problem solved? :P
#29
04/04/2008 (4:06 pm)
Look ill say this again,I will pay someone to script me ,3 basic ai for a game.
#30
Search for AIGUARD and KILLER KORK, there both great (Ive used them both, I testify).
You don't need to pay someone, jeeze boy.
04/04/2008 (4:12 pm)
Dude, there are FREE resources here, that have great AISearch for AIGUARD and KILLER KORK, there both great (Ive used them both, I testify).
You don't need to pay someone, jeeze boy.
#31
I'm not familiar with terminator 3 bots. What do they do?
I think a good starting point would be to list what the AI needs to do. Then people (even people you pay) could better respond to the request.
Like if a bot needs to pathfind around DTS objects that is much simpler then bots that need to pathfind inside DIF interiors. Will they need to have collision turned on with other bots? Will they use ranged weapons or melee? Stuff like that might be a good starting point.
04/04/2008 (4:53 pm)
"Look ill say this again,I will pay someone to script me ,3 basic ai for a game."I'm not familiar with terminator 3 bots. What do they do?
I think a good starting point would be to list what the AI needs to do. Then people (even people you pay) could better respond to the request.
Like if a bot needs to pathfind around DTS objects that is much simpler then bots that need to pathfind inside DIF interiors. Will they need to have collision turned on with other bots? Will they use ranged weapons or melee? Stuff like that might be a good starting point.
#32
Do you have the models rigged and exported with the required animations for the actions your AI want to perform? If you do, I'm sure you could probably find someone here in the community who will at least get you started in the right direction (though some have already posted existing free resources).
04/04/2008 (5:13 pm)
@James HawnDo you have the models rigged and exported with the required animations for the actions your AI want to perform? If you do, I'm sure you could probably find someone here in the community who will at least get you started in the right direction (though some have already posted existing free resources).
#33
04/04/2008 (6:32 pm)
Look thanks guys,i have been working with the iaguard and the others and they are ok.how do i get the ai from using the same weapon as player???
#34
how can i make a single player out of tge?
04/10/2008 (1:38 am)
I found out how to use other weapons for ai.the ai is really weard in tge.how can i make a single player out of tge?
#35
All that is missing from this implementation is path finding and you would have a basic enemy for use in single or multiplayer games. This, of course, you can find information OR an implementation in plenty of places here at GG and/or on the net. (Check this out.)
Now, if you throw in a little math(which GG provided us plenty of nifty functions that do most of it) you can make a bot strafe around a player, or otherwise dodge an incoming projectile. NOW you have some decent bots running around. Although not all that intelligent, they can provide a challenge to the player.
You could probably accomplish all of this in 30 minutes in just script if you know what you are doing.
Okay, that is just a basic implementation to get something to shoot at, and to shoot back at you. If you want to do more advanced things, then that will require more work depending on your game's needs. Or if you want to change the way bots are added to your scene, you will of course have to do what is necessary for the game you are creating. Using AIManager, spawnsheres, and dynamic fields will go a long ways. You could even tap into the GUI Editor and create a nifty bot editor that will change dynamic fields on the spawnsheres.
All you gotta do, is think outside the box. If you don't know the engine all that well then it will be more difficult, of course. You will have to spend some time researching and learning in order to understand what you can do to implement the AI, or otherwise, feature that you need. The point of this whole thing is, just about everything that you need is already there. You just have to put it together the way that you want it. Isn't this what using a game engine is all about?
Sure, I'd like to see some things added as stock to TGE/A. Built in pathfinding would be great. Not anything over the top. Just go from here, to there, and don't run into anything. I think A LOT of people would appreciate this, and it would also be a selling point for the engine. Especially if it could be applied to vehicles in general. Anything else, such as finding cover, transporting items, ect. wouldn't be necessary because they are all things that can easily be accomplished in script. Which of course, some awsome community member will probably provide at some point for people to learn from.
But, none the less, most any feature that a game would require could be accomplished by examining the code that already exists in the engine itself, as well as code that is available on this website, and just using the bits and pieces that you need, where you need it. Again, the point of using a game engine. No?
I guess if you are an artist you are fucked tho.
04/10/2008 (6:27 pm)
In my opinion the AI in torque is almost as generic as it needs to be. You can write a few lines of script and have a bot chasing you around with a weapon firing at you. A few more lines of script and bot will stop at a certain distance from the player. A few more lines of script and you can make a bot only chase the player if the player comes within a certain distance. A few more lines of code and you can make a bot go after a health kit or other such item instead of the player. All without any complicated math. Not bad.All that is missing from this implementation is path finding and you would have a basic enemy for use in single or multiplayer games. This, of course, you can find information OR an implementation in plenty of places here at GG and/or on the net. (Check this out.)
Now, if you throw in a little math(which GG provided us plenty of nifty functions that do most of it) you can make a bot strafe around a player, or otherwise dodge an incoming projectile. NOW you have some decent bots running around. Although not all that intelligent, they can provide a challenge to the player.
You could probably accomplish all of this in 30 minutes in just script if you know what you are doing.
Okay, that is just a basic implementation to get something to shoot at, and to shoot back at you. If you want to do more advanced things, then that will require more work depending on your game's needs. Or if you want to change the way bots are added to your scene, you will of course have to do what is necessary for the game you are creating. Using AIManager, spawnsheres, and dynamic fields will go a long ways. You could even tap into the GUI Editor and create a nifty bot editor that will change dynamic fields on the spawnsheres.
All you gotta do, is think outside the box. If you don't know the engine all that well then it will be more difficult, of course. You will have to spend some time researching and learning in order to understand what you can do to implement the AI, or otherwise, feature that you need. The point of this whole thing is, just about everything that you need is already there. You just have to put it together the way that you want it. Isn't this what using a game engine is all about?
Sure, I'd like to see some things added as stock to TGE/A. Built in pathfinding would be great. Not anything over the top. Just go from here, to there, and don't run into anything. I think A LOT of people would appreciate this, and it would also be a selling point for the engine. Especially if it could be applied to vehicles in general. Anything else, such as finding cover, transporting items, ect. wouldn't be necessary because they are all things that can easily be accomplished in script. Which of course, some awsome community member will probably provide at some point for people to learn from.
But, none the less, most any feature that a game would require could be accomplished by examining the code that already exists in the engine itself, as well as code that is available on this website, and just using the bits and pieces that you need, where you need it. Again, the point of using a game engine. No?
I guess if you are an artist you are fucked tho.
#36
It took a while for GG to provide us with a better solution to Quark, but when they did they blew our minds and REALLY delivered. So perhaps we should just let GG do their thing and when AI get it's turn I'm sure GG won't let us down. In the meantime, you are just gonna have to make do.
04/10/2008 (6:27 pm)
Yeah, TGE/A's existing AI features could be expanded a bit more, but it really doesn't need all that much. Considering that GG has greatly expanded in recent years it probably would't take much to add a few finishing touches on Torque's AI as far as a generic implementation goes. It took a while for GG to provide us with a better solution to Quark, but when they did they blew our minds and REALLY delivered. So perhaps we should just let GG do their thing and when AI get it's turn I'm sure GG won't let us down. In the meantime, you are just gonna have to make do.
#37
Oh yeah, an app that constantly crashes and often painfully slow -- mind-blowing.
Not that it isn't a great editor for torque, but it could do with a lot of polishing. :\
04/10/2008 (7:17 pm)
Quote:It took a while for GG to provide us with a better solution to Quark, but when they did they blew our minds and REALLY delivered.
Oh yeah, an app that constantly crashes and often painfully slow -- mind-blowing.
Not that it isn't a great editor for torque, but it could do with a lot of polishing. :\
#38
04/11/2008 (4:54 pm)
Well, I can't disagree with your statement about the crashing and performance, but I was and still am stoked about Constructor. Best BSP modeler that I ever used, AND it was FREE for us torqies. I'd say it still meets criteria for mind blowing.
#39
10/25/2008 (8:34 pm)
Thanks for all the help,i have now learned all about tge and how to do everything.i wish you all the best....
Torque Owner James Hawn