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[UPDATED 5/16] A.I. Templates - Bot, Car, & +Flying AI

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    the workaround: Go into the "BTD_UpdateRoute" ai blueprint and delete the two nodes at the top with warnings on them. Then OVERRIDE the "PerformConditionCheckAI" function in that same blueprint (from superclass) and check the "ReturnNode" "Return Value". ue 4.8.3., win7x64
    Twitter: https://twitter.com/eVG_lf

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      Hi,

      I'm trying to set up the bot Ai through a migration process. I've think I've got most things set up, but for the life of me I cannot change the key values in the blackboard under the behaviour tree. Where am I going wrong? The boxes simply remain unchangeable.
      Thanks

      Full size image:
      https://forums.unrealengine.com/atta...1&d=1441968226
      Attached Files
      Last edited by JamesR; 09-11-2015, 06:49 AM.

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        Hi Guys,

        I will make an update for all of this soon. I will have an update soon for 4.9.

        Thanks,
        Peter

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          Great Peter, thanks. Will be possible to use a different player to be chase by the enemy?

          Comment


            Originally posted by PeterLNewton View Post
            Hi Guys,

            I will make an update for all of this soon. I will have an update soon for 4.9.

            Thanks,
            Peter
            Thank you the car AI is going to be indispensable for the mega jam for myself.
            Tek LLC a personal Candaian Company running BlenderTek & UnrealTek is currently looking for help to bring back submarine simulator gaming with a new genre of sub sims: Cold War! (1945-1991) Operation: Trident SubSim Dev Diary Thread - Donations

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              Originally posted by Nsomnia View Post
              Thank you the car AI is going to be indispensable for the mega jam for myself.
              I updated the project to 4.9.1. I plan to make a course on creating some interesting driving AI.

              https://goo.gl/L55E03

              Have fun with this for now!

              Comment


                Originally posted by PeterLNewton View Post
                I updated the project to 4.9.1. I plan to make a course on creating some interesting driving AI.

                https://goo.gl/L55E03

                Have fun with this for now!
                Yeah all I had to do was override one function cause one was depreciated in the decorater. Will take a look at your setup. Thanks!
                Tek LLC a personal Candaian Company running BlenderTek & UnrealTek is currently looking for help to bring back submarine simulator gaming with a new genre of sub sims: Cold War! (1945-1991) Operation: Trident SubSim Dev Diary Thread - Donations

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                  Originally posted by PeterLNewton ... I plan to make a course on creating some interesting driving AI.
                  That would be awesome Peter!! Reaaally looking forward to it.
                  Last edited by Marco JAG Costa; 09-26-2015, 03:32 PM.

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                    I built/copied the AI blueprints into my own project but the AI just doesn't move. It seems it's not getting anything from the blackboard. The BT is firing and I've got no errors, only 1 warning for the Cast To CarWaypoint in the CarWaypoint BP, which doesn't appear in your project for some reason even though it's the same construction.

                    Any ideas of what could I have missed?

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                      Originally posted by Marco JAG Costa View Post
                      That would be awesome Peter!! Reaaally looking forward to it.
                      One thing I worked on was Car AI that would follow spline and race against each other. They would have unique personality which translated to how they performed on the track. Another component of the Car AI allow them avoid each other, staying relatively grouped to create more activity while they raced. The resulted in over 8 cars being able to race against each other, take lead, cause wipe outs, and finish multiple laps with exciting racing opponent behavior. I plan to re-approach the project, but I'm liking going to start over and learn from this previous project.

                      I would be very interested to talk about it, but I'm focusing on another project at this time. Soon!

                      Originally posted by tafkatfos View Post
                      I built/copied the AI blueprints into my own project but the AI just doesn't move. It seems it's not getting anything from the blackboard. The BT is firing and I've got no errors, only 1 warning for the Cast To CarWaypoint in the CarWaypoint BP, which doesn't appear in your project for some reason even though it's the same construction.

                      Any ideas of what could I have missed?
                      We are talking about the Car AI? -- Did you just download the latest version of the project?
                      Last edited by PeterLNewton; 09-29-2015, 09:31 PM.

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                        Wow Peter, i´m already drooling in anticipation I´ve managed spline based and AI driven vehicles in UDK, and can get away with murder pretty much. In Blueprints, however, I´ve got no idea as to how to approach stuff like, stoping a car for a given amount of time (say on a red light), give way etc... I´ve yet to pick up the language for AI Vehicles, that´s why your tutorials are invaluable!! Thanks again for sharing your knowledge.

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                          Originally posted by PeterLNewton View Post
                          We are talking about the Car AI? -- Did you just download the latest version of the project?
                          Sorry forget which project, yeah it's the latest one. Your Car AI project was works fine but when I try to implement it in mine it doesn't seem to work. Even if I change the default state to Moving it still doesn't move. Can't figure out where I've gone wrong.

                          EDIT: Seems I missed out the level bp edit. Added the details and it works. What a muppet I am. Thanks again for these projects though, really bloody helpful
                          Last edited by tafkatfos; 10-05-2015, 02:18 PM.

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                            Originally posted by Marco JAG Costa View Post
                            Wow Peter, i´m already drooling in anticipation I´ve managed spline based and AI driven vehicles in UDK, and can get away with murder pretty much. In Blueprints, however, I´ve got no idea as to how to approach stuff like, stoping a car for a given amount of time (say on a red light), give way etc... I´ve yet to pick up the language for AI Vehicles, that´s why your tutorials are invaluable!! Thanks again for sharing your knowledge.
                            This thread has a list of learning resource projects which includes an incomplete traffic system with lights. You might find something of use in it: https://forums.unrealengine.com/show...sources-by-eXi

                            Comment


                              Hey StevenK, so many thanks for the link! thanks indeed. I´d already come across eXI´s traffic system in the forum, but at the time he hadn´t made it available for download, so I thought it was a pitty he´d given up on the WIP and thefore I never kept track of it.

                              Comment


                                Wow this THREAD is insane! I'm purchasing your MARKETPLACE CONTENT as we speak!

                                I really can't think of a use for it at the moment, other than to support you and all this awesome giving your providing, I'm also subscribed to your YouTube.

                                Are you gonna update the AI with UE4.9.2 or is that something that following the tutorials will allow me to do. It's often not that difficult to figure out the changes from the updates anyway.

                                I'm looking forward to having allot of progress this weekend!

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