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Johxz

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Posts posted by Johxz

  1. Hi,


    I'm doing this tutorial https://www.garagegames.com/community/resources/view/21604


    I already do the second part, but I have a doubt, this:

    Now we need a "navPath" to use "theNavMesh" and for or Ai to run down. Again this is under (library -> level -> navigation) and you want to call this object "navPath1". In it's "mesh" field enter "theNavMesh" so it's linked to our navMesh.

    the navPath that refer the tutorial is this, right?

     

    navPath.JPG.e14c280b0d9785d1772ad873ba428cc0.JPG

    BTW, I don't see a error in the console, but the Bot1 go to the corner far in the terrain, see my reply above. :o


    What this mean? I copy and paste the script from Steve. :?

  2. Thanks Lukas, Ok I do a more controlled test.


    hahaha this is funny when I set MoveDestination(NAME) go to a random point in 3.7 to a corner of the terrain (very far) but in 3.6.3 go to a random point more centric and casually my other bot was there, so when setMoveDestination always reach my other bot Dirk :lol:


    To summarize 3.7rc don't have the sound and the rapid fire don't work, only shoot once.

     

    // 3.7rc
    Bob.setMoveDestination(Dirk); // don't work
    Bob.setMoveDestination(Dirk.getPosition()); // fine
    Bob.setMoveDestination(Dirk.getTransform()); // fine
    Bob.mountImage(LurkerWeaponImage, 0); // Ok (No sound)
    Bob.incInventory(LurkerAmmo, 50); // give him 30 ammo it's ok. (No sound)
    Bob.setImageTrigger(0,1); // shoot once (if I shoot four time and then give him ammo fill four bullet). (No sound)
     
    // 3.6.3
    Bob.setMoveDestination(Dirk); // don't work
    Bob.setMoveDestination(Dirk.getPosition()); // fine
    Bob.setMoveDestination(Dirk.getTransform()); // fine
    Bob.mountImage(LurkerWeaponImage, 0); // Ok (With sound)
    Bob.incInventory(LurkerAmmo, 50); // give him 30 ammo it's ok. (With sound)
    Bob.setImageTrigger(0,1); // fine - Rapid fire (With sound)
    Bob.setImageTrigger(0,0); // fine - Stop fire
  3. Some other weird thing, when I use this "setMoveDestination"

     

    Bob.setMoveDestination(LocalClientConnection.camera.getTransform()); // This work fine
    Bob.setMoveDestination(Dirk); //This not... "bob" go to the edge corner of the terrain.

    If I echo the dirk position and passed to bob, like this:

    bob.setMoveDestination(123 123 123);

    bob go to the position.


    This was a test on t3d 3.7rc. If I do this tutorial on t3d 3.6.3 works fine (rapid fire not just once) even has sound when you load ammo or shoot. With 3.7rc don't have this sound.


    Maybe is a update going on related to this?

  4. @Steve_Yorkshire or you could use the actual wiki instead of TDN :P http://wiki.torque3d.org/scripter:how-do-i-get-started-with-ai

    Edit: Which, btw, has been updated so it's valid for newest version of T3D.

     

    Ok, I'm reading this, but this part of the tutorial don't work for me:


    You should see Bob automatically turn to follow Dirk's movements (even up and down hills).

    Time to shoot at Dirk!

    Bob.setImageTrigger(0,1);

    This command tells the weapon/image in slot 0 that it is being "triggered" (same as when you push the mouse button). This causes the Lurker to start rapid firing.


    Only shoot once, if I want to do rapid fired, how can I do it?

  5. Hi!


    I want to start with AI on Torque3D, how can I start? yesterday I play a little with t3d 3.7rc walkabout but I see is not for AI. So, with what resource/addons/products can I start? I only know guidebot but is outdated...


    BTW someone kind to share an AI guide/tutorial? focusing on torque3d and in general, I'm new on this.


    thank you!


    regards,

    John

  6. I don't know about that - I'm pretty sure it's actually just Tribes 2 with some of the Tribes-specific code removed. Everything about the Player class, and the camera/control setup, is geared towards FPSes, and GG only strengthened that bond by introducing stuff like special first-person image settings. But yeah, we're trying to break out of that paradigm.

     

    basically you are saying is a good engine for games likes battlefield (tribes2)? is a good engine for open worlds with support a lot of players with good networking? :)


    I will put an example, see this engine http://www.gritengine.com (I don't know the engine)

    "for implementing open world 3D games, such as the those in the GTA series, Saints Row, Crysis, Fallout 3, Just Cause 2, Mafia 2, Burnout, etc."

  7. :shock: good news Jeff, thanks for all of you work! I'm very new to torque3D but since I came, always heard good thing about arcane fx ;) . About the best practices in github @buckmaster can help you with this, you can upload to github, from there SC and the community can help to work well with the latest version.

  8. You didn't complain about anything so I assume the diagram fulfilled your needs. :P

     

    hahah well really not but I suppose you have some other stuff to do. I thought you were going to put the names not only the box hahaha :lol: Anyway if you can't, I will figure out.

  9. thanks rlranft, can you please do a practical example of vectors? how to use this in torque3d? with vectors I suppose I can move a player, I mean, tell the character to go to x y z, right? ahmm if I need to move the character 1 meters in front 2 meters to the left, with vector can do this?

  10. For what kind of game T3D is optimized? what strengths have T3D? technically speak... don't say nothing about licence because I will hit you :lol:


    some people have the belief is for multiplayer games, like mmo, virtual worlds like second life for the strong "network" side, and others that only work for fps games and nothing else...


    If I develop a game with T3D, I have some advantage over others engines.... because...???


    this post is for break this barrier or miss conception that some people have in mind when come to torque 3d.


    Can help me with an opinion/comment? ;)

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