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SimpleGame Type AI bots

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    SimpleGame Type AI bots

    hello,

    I have a problem with my gametype and AI. I choose to use SimpleGame as my gametype and I can't see bots. As far as I know it spawns and behave like I would like to, but I can't see it. I know it is there, cuz it follows me and blocks, etc (logs show me it also). So then I used utgame as my gametype and my bot appeared, but I can't use this gametype cuz I really want to have it all clear and don't use too much unnecessary things. My gameplay and everything else is based on kismet only, so I don't know script much :/

    My question is: how can I spawn AI on SimpleGame type so I can see it? Where I can change bot's SkeletalMesh, cuz it's prolly the reason? Am I able to attach trigger to spawned AI?

    thanks

    #2
    well if you look in simplegame.uc im sure there it will relate the request to what bot file its requesting ir udkbots.uc or something along that lines i had this issue with premade 3rd person scripts and we had to add the skeletmesh code in the new simplegame.uc file

    i know this aint the best but most ppl are having this issue with diff game configs

    something along this lines

    DefaultProperties
    {
    Begin Object class=SkeletalMeshComponent Name=SandboxPawnSkeletalMesh
    SkeletalMesh=SkeletalMesh'CH_IronGuard_Male.Mesh.S K_CH_IronGuard_MaleA'
    AnimSets(0)=AnimSet'CH_AnimHuman.Anims.K_AnimHuman _BaseMale'
    AnimTreeTemplate=AnimTree'CH_AnimHuman_Tree.AT_CH_ Human'

    HiddenGame=FALSE
    HiddenEditor=FALSE
    End Object
    Mesh=SandboxPawnSkeletalMesh
    Components.Add(SandboxPawnSkeletalMesh)
    }

    out of that the bold was what made my mesh show up

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      #3
      thanks again for your reply.
      It works, but I had to make it different, cuz when I make pawn visible in SimplePawn.uc I can see another pawn at PlayerStart location, so I had got 3 characters at a time (my MobilePlaceablePawn, AI Pawn and PlayerStart's Pawn).
      I made a BotPawn.uc and paste there this code below and put it in UDK(-version)\Development\Src\UDKBase\classes

      class BotPawn extends SimplePawn;
      var vector InitialLocation;
      defaultproperties
      {
      // Jazz obj
      Begin Object Class=SkeletalMeshComponent Name=JazzMesh
      SkeletalMesh=SkeletalMesh'KismetGame_Assets.Anims. SK_Jazz'
      AnimSets(0)=AnimSet'KismetGame_Assets.Anims.SK_Jaz z_Anims'
      AnimTreeTemplate=AnimTree'KismetGame_Assets.Anims. Jazz_AnimTree'
      BlockRigidBody=true
      CollideActors=true
      End Object
      Mesh = JazzMesh;
      Components.Add(JazzMesh);
      // Collision
      Begin Object Class=CylinderComponent NAME=CollisionCylinder2
      CollideActors=true
      CollisionRadius=+25.000000
      CollisionHeight=+60.000000
      End Object
      CollisionComponent=CollisionCylinder2
      CylinderComponent=CollisionCylinder2
      Components.Add(CollisionCylinder2)
      }
      Then in kismet I put (New Action -> Actor -> ) Actor Factory, then I set the Factory property on UTActorFactoryAI, the Pawn Class property on my newly made class BotPawn and as SpawnPoint I choose a PathNode.

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