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  1. #41

    Default

    Any idea why the car ai is teleporting and im not.

  2. #42
    God King
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    Default

    sorry this code doesnt involve teleporting
    parhaps make a new thread about it
    Code:
    We.spazmodicaly.simulate.new.sound.with.technical.equipment.that.is.specificaly.manufactured.for.humans.to.communicate.in.outer.space.Tegleg.manipulates.time.and.space.to.create.new.experiences.to.generate.a.hardcore.database.generation.
    LOOK>> Please ask questions in the forum, NOT a private message <<LOOK
    tegleg.co.uk
    My Tutorials n Stuff
    Games: NEW! Tegs Playground Multiplayer Edition
    Unwheel2 - VCTF Game - Sponic Mesh 3D
    Shh.. dont tell anyone about my android apps.
    will code for money

  3. #43

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    Well i dont know if their teleporting but one second all the cars are lined up not moving and then they start appearing at random nodes. I wonder if its the night and day cycle i made with kismet. Ya the book came in and it help me code the night and day cycle .
    Last edited by zbzbz; 01-05-2013 at 09:02 PM.

  4. #44

    Default

    Hopefully the glitch will stop so i can continue game development. By the way how much do you charge for coding?

  5. #45
    God King
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    depends what you want
    pm me if you want something im not going to discuss it on the forum
    Code:
    We.spazmodicaly.simulate.new.sound.with.technical.equipment.that.is.specificaly.manufactured.for.humans.to.communicate.in.outer.space.Tegleg.manipulates.time.and.space.to.create.new.experiences.to.generate.a.hardcore.database.generation.
    LOOK>> Please ask questions in the forum, NOT a private message <<LOOK
    tegleg.co.uk
    My Tutorials n Stuff
    Games: NEW! Tegs Playground Multiplayer Edition
    Unwheel2 - VCTF Game - Sponic Mesh 3D
    Shh.. dont tell anyone about my android apps.
    will code for money

  6. #46

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    There's a problem with the February's UDK, Frontend says me

    Code:
    C:\UDK\UDK-2013-02\Development\Src\TegRace\Classes\MobileVehicleHUD.uc(18) : Error, Unrecognized member 'bSupportsAccelerometer' in class 'MobilePlayerInput'
    C:\UDK\UDK-2013-02\Development\Src\TegRace\Classes\MobileVehiclePlayerController.uc(47) : Error, Unrecognized member 'DeviceMotionAcceleration' in class 'MobilePlayerInput'
    Do you know if it's my fault or if the issue is done by the new UDK and if it's solvable.

    Thanks

  7. #47
    God King
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    guess something in udk changed, those classes were straight from here
    http://udn.epicgames.com/Three/Mobil...icle%20Example
    just get them from there and replace the ones you have
    Code:
    We.spazmodicaly.simulate.new.sound.with.technical.equipment.that.is.specificaly.manufactured.for.humans.to.communicate.in.outer.space.Tegleg.manipulates.time.and.space.to.create.new.experiences.to.generate.a.hardcore.database.generation.
    LOOK>> Please ask questions in the forum, NOT a private message <<LOOK
    tegleg.co.uk
    My Tutorials n Stuff
    Games: NEW! Tegs Playground Multiplayer Edition
    Unwheel2 - VCTF Game - Sponic Mesh 3D
    Shh.. dont tell anyone about my android apps.
    will code for money

  8. #48
    MSgt. Shooter Person
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    Default

    Sorry to revive an old thread....
    just curious if anyone knows how to change the max speed of your vehicle if its a flying vehicle!
    I'm guessing somehting to do with velocity... not sure though

  9. #49
    God King
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    its exactly the same for flying, hovering, wheeled vehicles or any pawn
    GroundSpeed and AirSpeed
    Code:
    We.spazmodicaly.simulate.new.sound.with.technical.equipment.that.is.specificaly.manufactured.for.humans.to.communicate.in.outer.space.Tegleg.manipulates.time.and.space.to.create.new.experiences.to.generate.a.hardcore.database.generation.
    LOOK>> Please ask questions in the forum, NOT a private message <<LOOK
    tegleg.co.uk
    My Tutorials n Stuff
    Games: NEW! Tegs Playground Multiplayer Edition
    Unwheel2 - VCTF Game - Sponic Mesh 3D
    Shh.. dont tell anyone about my android apps.
    will code for money

  10. #50
    MSgt. Shooter Person
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    Default

    Hi Tegleg,
    If I want to have different states for the AI in each they would follow a different type of node EG one for race and one for pit is this possible?
    If so how would I do it? Add the second set of pathsnodes to the AI file?
    I am currently working on my first game it is called The finish line
    CHECK OUT THE FINISH LINE

  11. #51

    Default

    Hi Tegleg,
    a friend and I are creating a race game, we're using the AI but actually we need to pause the bot not in a real pause, cause we need to move the player so is it possible to freeze him ?

    Thanks by advance

  12. #52
    The Sacrifice
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    Default

    Is it me or in the latest UDK release :
    1/ Installing the OP's zip makes UDK to crash
    2/ AI on vehicles creates crazy behaviour in-game ?

  13. #53
    God King
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    1. what errors does it give?
    2. no i havnt seen that
    Code:
    We.spazmodicaly.simulate.new.sound.with.technical.equipment.that.is.specificaly.manufactured.for.humans.to.communicate.in.outer.space.Tegleg.manipulates.time.and.space.to.create.new.experiences.to.generate.a.hardcore.database.generation.
    LOOK>> Please ask questions in the forum, NOT a private message <<LOOK
    tegleg.co.uk
    My Tutorials n Stuff
    Games: NEW! Tegs Playground Multiplayer Edition
    Unwheel2 - VCTF Game - Sponic Mesh 3D
    Shh.. dont tell anyone about my android apps.
    will code for money

  14. #54
    The Sacrifice
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    Default

    Quote Originally Posted by tegleg View Post
    1. what errors does it give?
    2. no i havnt seen that
    Oh hey tegleg I am so happy you're still in this forum !

    Anyway, UDK doesn't really give any errors with your ZIP, it does compile the code fine but it's when I start UDK Editor that it crashs during start up for no reason (UDK.exe has ceased working blabla...). I tried to delete the vehicle assests, to recompil again but it keep crashing until I remove the code from the Config ini.

    So I tried to make my own AI controlled vehicle using my own AI controller and some parts of you MobileCarPawn class as vehicle but the vehicle act weirdly, most of the time it turn in circles in reverse.

    Here is my very simple controller :
    Code:
    class vehicleAI extends AIController;
    
    auto state Follow
    {
    	local myPlayerCustomController PC;
    	Begin:
    	PC=myPlayerCustomController(GetALocalPlayerController());
    	MoveToward(PC.Pawn);
    	`log("Moving toward : " $PC.Pawn);
    }
    part of the vehicle (MyVehicleBase extends from SVehicle) :
    Code:
    class vehicleTest extends MyVehicleBase
    placeable;
    	
    function simulated PostBeginPlay()
    {
    	local vehicleAI VehicleController;
    	VehicleController = Spawn(class'VehicleAI',,,Location, Rotation);
            VehicleController.Possess(self, false);
    }
    	
    function bool DriverEnter(Pawn P)
    {
    	if (super.DriverEnter(P))
    		return true;		
    	return false;
    }
    
    simulated function SetInputs(float InForward, float InStrafe, float InUp)
    {
    	Throttle = InForward;
    	Steering = InStrafe;
    	Rise = InUp;
    	ClientMessage("Throttle:"@Throttle@" Steering:"@Steering@" Rise:"@Rise);
    }
    
    function PossessedBy(Controller C, bool bVehicleTransition)
    {
    	ClientMessage("PossessedBy()  Controller ="@C);
    	Driver = self;
    	SetDriving(true);
    	Super.PossessedBy(C, bVehicleTransition);
    }
    The vehicle works fine when manually driving as a player controller, but when possessed by AI it just turning in circles and in reverse !

    What could it be ? Does a SVehicle possessed by an AIController is all I need to have a working AI controlled vehicle ?

    Hope you can help me!

    Thanks
    Last edited by Hex0n; 11-19-2013 at 11:52 AM.

  15. #55
    God King
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    yes im still around, just been real busy lately.

    "it keep crashing until I remove the code from the Config ini"
    what code in config? this code has nothing to do with any config files.

    MoveToward() is more to do with pathfinding and navmesh. your bot would also need more code to deal with navmash.
    try MoveTo(), this function just tells it to move to a location.
    Code:
    We.spazmodicaly.simulate.new.sound.with.technical.equipment.that.is.specificaly.manufactured.for.humans.to.communicate.in.outer.space.Tegleg.manipulates.time.and.space.to.create.new.experiences.to.generate.a.hardcore.database.generation.
    LOOK>> Please ask questions in the forum, NOT a private message <<LOOK
    tegleg.co.uk
    My Tutorials n Stuff
    Games: NEW! Tegs Playground Multiplayer Edition
    Unwheel2 - VCTF Game - Sponic Mesh 3D
    Shh.. dont tell anyone about my android apps.
    will code for money

  16. #56
    The Sacrifice
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    Awesome I want to make a wipe-out game now
    Lead Developer - Ghostship - http://www.cdfghostship.com

    My Personal Portfolio- Shaun Williams

  17. #57
    The Sacrifice
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    Default

    Quote Originally Posted by tegleg View Post
    yes im still around, just been real busy lately.

    "it keep crashing until I remove the code from the Config ini"
    what code in config? this code has nothing to do with any config files.

    MoveToward() is more to do with pathfinding and navmesh. your bot would also need more code to deal with navmash.
    try MoveTo(), this function just tells it to move to a location.
    I was meaning the line you add to reference the code to UDK, or else it would get ignored during compilation (some kind of +NonNativePackages).

    I have already tried with MoveTo() but it's doing the same problem (vehicles turning in circles and in reverse...)
    Code:
    class vehicleAI extends AIController;
    
    auto state Move
    {
    	local GoalNode FoundNodeGoal;
    	local GoalNode Target;
    	Begin:
    		
    	Target=none;
    		
    	foreach WorldInfo.AllActors(class'GoalNode',FoundNodeGoal)
    	{
    		Target=FoundNodeGoal;
    	}
    		
    	if(Target != none) 
    	{
    		MoveTo(Target.Location);
    		`log("Moving to " $Target $" at " $Target.Location);
    	}
    		
    	else
    		`log("No goal node found...");
    }
    It's successfully find the node on the map but keep moving like 'tard xD

  18. #58
    God King
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    Default

    did you build ai paths?

    also if it is at the location already and has nowhere else to go it might do the reverse in circles thing

    you mean this config thing?
    http://forums.epicgames.com/threads/...8easy-guide%29
    Code:
    We.spazmodicaly.simulate.new.sound.with.technical.equipment.that.is.specificaly.manufactured.for.humans.to.communicate.in.outer.space.Tegleg.manipulates.time.and.space.to.create.new.experiences.to.generate.a.hardcore.database.generation.
    LOOK>> Please ask questions in the forum, NOT a private message <<LOOK
    tegleg.co.uk
    My Tutorials n Stuff
    Games: NEW! Tegs Playground Multiplayer Edition
    Unwheel2 - VCTF Game - Sponic Mesh 3D
    Shh.. dont tell anyone about my android apps.
    will code for money

  19. #59
    The Sacrifice
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    Default

    Yes I was meaning that config thing.

    Otherwise, I built the ai path and ensured the locations were differents :
    [0136.89] ScriptLog: Moving to GoalNode_0 at 425.87,3677.54,66.41
    [0136.89] ScriptLog: Vehicle is at 1063.37,5057.03,146.95
    However it's still making the same problem (using the last AIController I posted). I however found that while placing two AI controlled vehicle, there was some certain distances that would made one to go indefinitely in a straight line while the other keep turning in circle oO

    That's really weird, do you think it has something to do with controller or vehicle ?

  20. #60
    The Sacrifice
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    Aaah... I am quite impressed no one in this forum can provide a basic working AI for vehicles in UDK. Oh dear, so I will have to bypass MoveTo()/MoveToward() and code myself a function that manually push the vehicle to the node location and play the wheels animation, isn't that reinventing the wheel ? x.x

    Well it's not a like it's what I am doing since the beginning, with all these bugs inside UDK !

    I'm going to rewrite the crap but if someone has some working code with MoveTo() I would really be thankful and happy !

  21. #61
    God King
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    this code works fine, and MoveTo() works fine.
    a vehicle is a pawn, so its no different from a regular pawn.
    i suspect the way you are getting a destination is at fault
    foreach WorldInfo.AllActors...

    please read through this
    http://udn.epicgames.com/Three/AIAndNavigationHome.html

    also,
    whats the point of extending SVehicle?
    why not UDKVehicle?
    Last edited by tegleg; 11-22-2013 at 03:18 AM.
    Code:
    We.spazmodicaly.simulate.new.sound.with.technical.equipment.that.is.specificaly.manufactured.for.humans.to.communicate.in.outer.space.Tegleg.manipulates.time.and.space.to.create.new.experiences.to.generate.a.hardcore.database.generation.
    LOOK>> Please ask questions in the forum, NOT a private message <<LOOK
    tegleg.co.uk
    My Tutorials n Stuff
    Games: NEW! Tegs Playground Multiplayer Edition
    Unwheel2 - VCTF Game - Sponic Mesh 3D
    Shh.. dont tell anyone about my android apps.
    will code for money

  22. #62
    The Sacrifice
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    Default

    I have tried everything but MoveTo() just don't works with vehicles. Here is my very simple code :

    VEHICLE
    Code:
    class vehicleTest extends UTVehicle_Scorpion_Content
    	placeable;
    	
    	// Set in the editor an actor as the destination
    	var(AI) Actor Destination;
    	
    	function simulated PostBeginPlay()
    	{
    		local vehicleAI VehicleController;
    		
    		// Spawn the controller and makes it posses this vehicle
    		VehicleController = Spawn(class'vehicleAI',,,Location, Rotation);
          		VehicleController.Possess(self, false);
    
    		// That's for the physics so the car fall down
    		SetDriving(true);
    		Driver = self;
    	}
    VEHICLE AI
    Code:
    class vehicleAI extends UDKBot;
    
    	auto state Moving
    	{
    		local Actor Destination;
    	
    		Begin:
    
    		if(vehicleTest(Pawn).Destination != none) 
    			MoveTo(Destination.Location);
    	}
    Please try out this code, place the vehicle test inside editor and give it an actor as destination. The vehicle will just turn around (at least in the last UDK release February 2013) !

  23. #63
    God King
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    i found it best to spawn a regular pawn to possess
    then DriverEnter()

    something like (psudo code, the pawn wont spawn in the same place as the car, move it up a bit)
    Code:
    local vehicleAI VehicleController;
    local Pawn P;
    		
    		// Spawn the controller
    		VehicleController = Spawn(class'vehicleAI',,,Location, Rotation);
                    //spawn a pawn
                    P = Spawn(class'Pawn',,,LocationAndUpABit, Rotation);
                    //possess the pawn
          		VehicleController.Possess(P, false);
                    //get in and drive
                    DriverEnter(P);
    as for the ai, dont know why it doesnt work
    it is not MoveTo() thats broken
    off the top of my head, did you build the map?
    Last edited by tegleg; 11-22-2013 at 07:45 PM.
    Code:
    We.spazmodicaly.simulate.new.sound.with.technical.equipment.that.is.specificaly.manufactured.for.humans.to.communicate.in.outer.space.Tegleg.manipulates.time.and.space.to.create.new.experiences.to.generate.a.hardcore.database.generation.
    LOOK>> Please ask questions in the forum, NOT a private message <<LOOK
    tegleg.co.uk
    My Tutorials n Stuff
    Games: NEW! Tegs Playground Multiplayer Edition
    Unwheel2 - VCTF Game - Sponic Mesh 3D
    Shh.. dont tell anyone about my android apps.
    will code for money

  24. #64
    The Sacrifice
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    Default

    OH YEAH !!! After some hard work (creating the driver pawn, casting vehicle's driver's pawn and vehicles in vehicle controller, etc..), I finally got it ! Oh man I guess you just saved me weeks of intense frustration !

    For the people now or in the future who are encountering the same problem as me, here is what I did :
    1. Create the driver extending from SimplePawn (or any pawn who is not abstract)
    2. When the vehicle spawn, spawn the AI (controller) and the driver
    3. Make the AI to posses the driver ! NOT the vehicle !
    4. Make the driver to enter the vehicle with DriverEnter()
    5. Run your AI code ! To access the driver pawn inside your AI controller you need to use yourdriverpawnclass(SVehicle(Pawn).Driver


    Huge thanks Tegleg ! I wish the best for your projects !

  25. #65
    God King
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    cool and thanks
    good luck with your game
    Code:
    We.spazmodicaly.simulate.new.sound.with.technical.equipment.that.is.specificaly.manufactured.for.humans.to.communicate.in.outer.space.Tegleg.manipulates.time.and.space.to.create.new.experiences.to.generate.a.hardcore.database.generation.
    LOOK>> Please ask questions in the forum, NOT a private message <<LOOK
    tegleg.co.uk
    My Tutorials n Stuff
    Games: NEW! Tegs Playground Multiplayer Edition
    Unwheel2 - VCTF Game - Sponic Mesh 3D
    Shh.. dont tell anyone about my android apps.
    will code for money


 
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