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

  1. #1
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    Exclamation [UPDATED 5/16] A.I. Templates - Bot, Car, & +Flying AI



    Hey Guys Whats Up,

    This is Peter L. Newton, and today will be making A.I.!

    The plan is that I will go through detail about the projects I created. Why I use this, why I do that, and how I structure my information to be straight to the point. At this time I have my projects available for download. Each project will have its own individual thread for discussion. Thanks for your feedback, let me know what you create!

    Here is what I've done so far.



    Video Series: Youtube Link
    PDF Breakdown:MediaFire Link
    Screenshots of Progress: MediaFire Share


    DOWNLOADS(Learning Templates)
    New EQS & Behavior Tree Example:

    http://www.mediafire.com/download/5sbwgi13vibn50q

    Flying A.I. Project (Version 4.6.1): Download!
    General A.I. (Version 4.5.1): Download!
    Attack/Search/Patrol TPP A.I. (Version 4.5.1): Download!
    ->(Version 4.6.1): Download!
    ->(Version 4.7.0): Download!
    Car A.I. (Version 4.5.1): Download!
    Car A.I. (Version 4.9.1): Download!


    Sneak peak of Flying AI:


    Special Thanks:
    Unreal Devs, Bruno, Scott, Meat, Jan, Yoeri, Ryan and other Unreal Devs I left out, Unreal Engine Support Team! + Alexander Paschall (isAwesome), (Awesome A.I. documentation guys mikepurvis), Daniel Broder, MieszkoZ, Albert Espin, and of course Epic!
    Last edited by PeterLNewton; 03-25-2017 at 08:52 PM.

  2. #2
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    8/4/2014

    Work In Progress

    The video explains it all!



    8/2/2014

    Work In Progress

    Whats going on here? I currently have the leader, following Way Point Blueprint Actors within the Level. Then we have 6 other bots who find the leader, and then are instructed to march in formation. The leader has his orders(follow distance, formation type), and other leader specifications. Currently I'm expanding on the bots to create groups, which will allow fleets of different men to work together.




    End Goal?
    Have the bots walk in multiple formations in any direction of the leader. Also expand on Way Point Blueprint by creating a system to automate some changes such as routing. That expansion will include way point activated behaviors. I want the system to be robust enough to allow swift changes, and intuitive behavior.
    Last edited by PeterLNewton; 11-15-2014 at 05:58 AM.

  3. #3

  4. #4
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    This sounds amazing Peter - awesome idea.

    Maybe you should have an item use system? I plan to set up a system for my rats to hunt out food and eat it. If I finish it up in time I'll certainly share it so you can make something a little more generalized from it.

  5. #5
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    Agree with @n00854180t this sounds amazing!
    Really excited to hear/see more as the project goes on.

  6. #6
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    Quote Originally Posted by n00854180t View Post
    This sounds amazing Peter - awesome idea.

    Maybe you should have an item use system? I plan to set up a system for my rats to hunt out food and eat it. If I finish it up in time I'll certainly share it so you can make something a little more generalized from it.
    That's exactly the plan n00854180t! I'm currently working with the A.I. to do squad like behavior. Senior AI Programmer, MieszkoZ, said DetourCrowds aren't implemented by default. Goes without saying Blueprint doesn't have access. There is RVO Avoidance now available, but even then you couldn't influence the steering velocity without C++ as far as I know. So I'm gauging what is possible with pre-existing systems, figure what steps I may need to take.

    Quote Originally Posted by Sitrec View Post
    Agree with @n00854180t this sounds amazing!
    Really excited to hear/see more as the project goes on.
    Thanks Sitrec! I will be posting updates as they come!

  7. #7
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    Today's Minitorial

    How to use NavModifiers & NavAreas

    What you need?
    Project Template of your choosing. (FPS, Top Down, Etc)
    Navigation Mesh Built & Ready

    Step#1:


    A. Create NavArea Blueprint Class
    B. Double Click NavArea and go to Defaults, look under Nav Area.




    C. Modify the Cost to 10
    D. Save

    Step#2:


    A. Place NavModifierVolume
    B. Adjust size and shape accordingly.
    C. Look under Default, you'll find Area Class. Click down and find your NavArea you created in Step#1a.



    Step#3:

    The cost applied to the NavArea is now affecting the NavModifier. All done!
    Last edited by PeterLNewton; 11-15-2014 at 06:01 AM.

  8. #8
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    @Peter, your images aren't showing up there.

    Also, that's pretty rad

  9. #9
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    Quote Originally Posted by n00854180t View Post
    @Peter, your images aren't showing up there.

    Also, that's pretty rad
    All fixed thanks again n00854180t!

  10. #10
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    Today's Preview

    Car A.I. Template

    So currently I'm working on creating Car A.I. within Blueprint (of course). And its going well to say the least. Here are some previews, and I'll have more updates tomorrow.





    Watching as it kills innocent cones.


    Following behind it as it follows the routes.
    Last edited by PeterLNewton; 11-15-2014 at 06:02 AM.

  11. #11
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    First of all, thanks alot for your tutorials and your work! Its been extremely helpful in learning more about Blueprints and AI !
    I had a question about the AI-bot. I downloaded Project AI from your Dropbox and I only managed to get the Leader State to work. When i set Suggested State to Attack, Follow etc the Bot just stands there. Am I doing something wrong or is it perhaps still in progress and not working yet?

    Keep up the amazing work!!

  12. #12
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    Quote Originally Posted by Olof View Post
    First of all, thanks alot for your tutorials and your work! Its been extremely helpful in learning more about Blueprints and AI !
    I had a question about the AI-bot. I downloaded Project AI from your Dropbox and I only managed to get the Leader State to work. When i set Suggested State to Attack, Follow etc the Bot just stands there. Am I doing something wrong or is it perhaps still in progress and not working yet?

    Keep up the amazing work!!
    Thanks for the support Olof! Actually only follower and leader work at this time for the community project. That is what I'm focusing on at this time. If you want my attack A.I., look above and I've included all my A.I. Projects. Download the Attack/Search/Patrol TTP A.I.


    Update!

    Everyone now has access to the Projects I create with A.I.! Please be warned, they are works in progress but I will be updating them nightly!
    Last edited by PeterLNewton; 11-27-2014 at 04:31 AM.

  13. #13
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    This is all very exciting stuff. Once the AI team has a free second, they said they would drop by to see how things are progressing. If you need any help making any wiki tutorials based off of these, please PM me
    Twitch /unrealalexander| Twitter @UnrealAlexander
    How to report a bug? | Installation & Setup issues?
    Call me to a thread by posting this: [MENTION]Alexander Paschall[/MENTION]

  14. #14
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    Quote Originally Posted by Alexander Paschall View Post
    This is all very exciting stuff. Once the AI team has a free second, they said they would drop by to see how things are progressing. If you need any help making any wiki tutorials based off of these, please PM me
    Thanks for that Alex, you're awesome! I know they're super busy but that would be so epic! I sure will, I'll keep in touch.

  15. #15
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    Unreal Engine Developer
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    Cool stuff, Peter! If you happen to run into issues please let us know. Our AI code is robust in Epic's internal use cases, but there are so many things we're simply not doing internally. There's simply not enough man-power to cover it all. AI is such a broad topic!

    Keep up the good work!
    Senior AI Programmer @ Epic Games by day, AI programmer at night!
    My slow-blog on random AI thing (including UE4 AI).
    My no longer active UE4 AI blog.

  16. #16
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    Quote Originally Posted by MieszkoZ View Post
    Cool stuff, Peter! If you happen to run into issues please let us know. Our AI code is robust in Epic's internal use cases, but there are so many things we're simply not doing internally. There's simply not enough man-power to cover it all. AI is such a broad topic!

    Keep up the good work!
    Thanks Mieszko! Also I thank you, Daniel and the AI programmers for these great tools. AI is a broad topic, and I know you guys are doing a lot already. I was happy when you put the AI source all within the AIModule so now I can easily study it and try some things of my own. AI has been the highlight of my game deving life.

    Definitely, you too!

  17. #17
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    Blutility
    I must say this tool is amazing. The applications are endless. Who said you needed C++ for an editor tool!


    Update on AI Project

  18. #18
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    This is amazing, thank you Peter.

  19. #19
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    Awesome!
    Thank you so much, Peter!

  20. #20
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    Awesome work here. Also your dropbox links are giving an error saying they are disabled for generating too much traffic

  21. #21
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    Luminary
    Join Date
    Apr 2014
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    Hello,
    as i don't use my dropbox, i try to add silentx's ai projects in to give you a temporary mirror. i link if and when it is ready.
    Last edited by Fen; 08-16-2014 at 04:37 AM.

  22. #22
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    Looking for GTA Pedestrian style AI for YET ANOTHER ZOMBIE SURVIVAL FPS. I believe I can fashion the available AI tuts into a suitable one, just need the right animations. Awesome Work!
    TheGameDevStore.com | TheGameDevStore.VR: MMO + Interactive Asset Store + RPG|FPS Game Layer w/ VR Support.

  23. #23
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    Quote Originally Posted by Fen View Post
    finally got them so if you have some troubles downloading awesome stuff made by silentx it can be find here, time he have a better solution :

    ThirdPersonAIProject : https://www.dropbox.com/s/impp2oxh9s5bfly/ThirdPersonAIProject.rar

    CarAIProject : https://www.dropbox.com/s/kef8v595amsq9lg/CarAIProject.rar

    It seems that there is a trouble with aiproject about some restricted content so i can't link it.

    All are 4.3 versions.

    i have also add this BasicAITest.rar but as i can't remember where it was first post and who is the owner, please say me to say him/her. thanks : https://www.dropbox.com/s/j1xfm0r8pajmiv7/BasicAiTest.rar
    Thank you. The original download links are down

  24. #24
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    Quote Originally Posted by PhoTek View Post
    This is amazing, thank you Peter.
    Lets see what you get cooking up with it PhoTek!

    Quote Originally Posted by Rakantor View Post
    Awesome!
    Thank you so much, Peter!
    Thank you Rakantor!

    Quote Originally Posted by Gillies View Post
    Awesome work here. Also your dropbox links are giving an error saying they are disabled for generating too much traffic
    Yea I know D: Working on something now.

    Quote Originally Posted by TechLord View Post
    Looking for GTA Pedestrian style AI for YET ANOTHER ZOMBIE SURVIVAL FPS. I believe I can fashion the available AI tuts into a suitable one, just need the right animations. Awesome Work!
    Animations are key. - I was thinking of this today while playing Black Flags. I wanted to make a City of AI. That interact and such. I will have to plan for it.

    ------------ ##UPDATE##

    I'm currently relocating the files and the links for the projects. All links will be only be available on UE4 forums. If you have any special request for anything you've seen me work on, feel free to pm me.

    Peace

  25. #25
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    Luminary
    Join Date
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    Please to see that you now are linked to mediafire. So i remove my links for no confusing.

  26. #26
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    Peter, how did you scale down toolbar icons in the Car AI Project?

  27. #27
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    Quote Originally Posted by Fen View Post
    Please to see that you now are linked to mediafire. So i remove my links for no confusing.
    Thanks for that Fen!

    Quote Originally Posted by es View Post
    Peter, how did you scale down toolbar icons in the Car AI Project?
    If you look under Edit > Project Preferences > Appearance (Which is the first section), you can turn on small tool bar icons.

  28. #28
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    Quote Originally Posted by SilentX` View Post
    If you look under Edit > Project Preferences > Appearance (Which is the first section), you can turn on small tool bar icons.
    Done, thanks!

  29. #29
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    Hi Peter, I've been watching some of your videos and I'm learning a lot from them. I think that there are some problems with your dropbox, as I get an "Error (509) This account's public links are generating too much traffic and have been temporarily disabled!" whenever I try to download the PDF Breakdown.

    Would you be able to upload it somewhere else?

    Thanks a lot!

  30. #30
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    Luminary
    Join Date
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    Hello,
    you would go check again now : this trouble has been solved and projects are now ready for download again.

  31. #31
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    Quote Originally Posted by Fen View Post
    Hello,
    you would go check again now : this trouble has been solved and projects are now ready for download again.
    I'm afraid I'm still getting the same error

  32. #32
    0
    Luminary
    Join Date
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    :-( maybe a cache trouble. now when you go at the start of this thread you no more have link "download from dropbox baby ^^" but "download" which point to mediafire files.

  33. #33
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    Quote Originally Posted by LHutz View Post
    Hi Peter, I've been watching some of your videos and I'm learning a lot from them. I think that there are some problems with your dropbox, as I get an "Error (509) This account's public links are generating too much traffic and have been temporarily disabled!" whenever I try to download the PDF Breakdown.

    Would you be able to upload it somewhere else?

    Thanks a lot!
    Thanks LHutz, and Fen is right. The post has been updated with new links to mediafire. Try Ctrl+F5!

  34. #34
    0
    Luminary
    Join Date
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    Hello,
    at first i thought i did something wrong somewhere but it seems that there have been some changes with blutility from 4.3 to 4.4, because other people reports no more having function button appearing.

  35. #35
    0
    Quote Originally Posted by Fen View Post
    Hello,
    at first i thought i did something wrong somewhere but it seems that there have been some changes with blutility from 4.3 to 4.4, because other people reports no more having function button appearing.
    I'm checking it out now. I'll let you know if I have any issues.

    Update

    I'm working on discovering what changed.

    #2

    The source is unchanged. Interesting.
    Last edited by PeterLNewton; 08-22-2014 at 01:33 PM.

  36. #36
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    I tried checking out the: "Attack/Search/Patrol TPP A.I." and on my macbook pro it will not load. It hangs at the loading screen. Any ideas what might cause this?
    Mike "Z"
    UI / Game Designer
    LinkedIn

  37. #37
    0
    Quote Originally Posted by mikezteh69 View Post
    I tried checking out the: "Attack/Search/Patrol TPP A.I." and on my macbook pro it will not load. It hangs at the loading screen. Any ideas what might cause this?
    Currently handling some issues with transfer to 4.4. The project is rejecting some old assets which is causing problems for me. Its possible the same thing is happening for you.

  38. #38
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    Ok thank you for the update. I am having the strangest problems understanding AI so I would love to dig through this Thanks for all your hard work!!
    Mike "Z"
    UI / Game Designer
    LinkedIn

  39. #39
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    Hey Everyone,

    I'm currently working on a Market Place item. If anyone has any suggestions, feel free! Thanks again for participating in this community project.

    Peace
    Peter

  40. #40
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    Hello Peter!
    I really like your tutorials and the effort you put into them.
    I've followed your AI + Navmesh tutorials and it works quite well, but I'm interested in a different way of AI and I was hoping you could help me with that.

    My goal is to recreate the monster AI from Doom. Not sure if you're familiar with the game, but it's one of my favourite games of all time!
    Now the patrol-search-destroy AI doesn't work for this formula. In Doom, enemies roam around and don't follow straight paths. They don't follow waypoints, but instead 'search' for the player after they spotted or heard him. Also they only attack the player periodically instead of continuously.
    Also I would like to know if AI Trees are working in multiplayer or if you know some tricks to get them to work properly in multiplayer on server+client.

    Thanks and keep it up!

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