
Codebrain
Joined: Sep 29, 2007
/meme
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Posted: Jun 25, 2008 05:12 PM
Msg. 1 of 9
LoL I can has script that works! :D btw: Had it for a while, didnt realize anyone would still need it >_< (script continuous omfghax (object_create_anew elite) (object_create_anew wraith) (unit elite) (unit wraith) (unit_enter_vehicle elite wraith "wraith-driver") (sleep_until (= (vehicle_test_seat_list wraith "wraith-driver" elite) true) 5) (ai_attach elite wraith-driving/pwnage) (ai_command_list wraith-driving/pwnage haxdriver) (sleep_until (= (and (= (unit_get_health elite) 0) (= (unit_get_health wraith) 0)) true))) This script means: It makes a elite biped and a wraith. The script makes them both units, and the elite biped enters the wraith. This script waits untill that seat for the wraith is filled by the elite biped, then continues. From there, it attaches it to a encounter, and gives it a command list. Then it sleeps untill both of them die, which makes it start all over again. They perfectly drive the entire command list. Why/How this happens: When the biped goes into the vehicle, it doesn't have it's AI yet, so it thinks its still on the ground, not in a vehicle. When the script attaches the biped to the encounter and gives it the command list, the ai believes its on the ground still, not in the vehicle. The result? A elite in a wraith that perfectly follows the command list and attacks people. The command list is just a figure eight around the bloodgulch bases, lol. Edited by Codebrain on Jun 25, 2008 at 05:13 PM Edited by Codebrain on Jun 25, 2008 at 05:14 PM
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Dark Ninja
Joined: May 26, 2008
The internet shows how stupid people are.
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Posted: Jun 25, 2008 06:01 PM
Msg. 2 of 9
So with that, I could make a biped go into a vehicle, and just attach an AI encounter, and that would make it behave like the AI?
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Codebrain
Joined: Sep 29, 2007
/meme
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Posted: Jun 25, 2008 06:28 PM
Msg. 3 of 9
Yeah. Through it has issues with Pelicans, warthogs, and tanks, but thats fixable within the vehicle tag itself.
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Dark Ninja
Joined: May 26, 2008
The internet shows how stupid people are.
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Posted: Jun 25, 2008 06:59 PM
Msg. 4 of 9
I tried with a ghost, but it just stands still and shoots, which misses. I tried attaching elite and spartan AI to both the vehicle and biped. It just drives like a normal AI. I'm trying to make it behave like the campaign ghost. Edited by Dark Ninja on Jun 25, 2008 at 07:00 PM
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Codebrain
Joined: Sep 29, 2007
/meme
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Posted: Jun 25, 2008 08:03 PM
Msg. 5 of 9
Did you make a command list? >_<
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Dark Ninja
Joined: May 26, 2008
The internet shows how stupid people are.
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Posted: Jun 25, 2008 09:12 PM
Msg. 6 of 9
Yes. The command was initiative enable, and I checked the box that said allow initiative.
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Ermac
Joined: Nov 24, 2006
Pops up from time to time
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Posted: Jun 26, 2008 01:19 AM
Msg. 7 of 9
That's most likely the problem there - don't ever check the initiative box unless you want them to take their time (in the case of entering a vehicle), or not do it at all (everything else).
Can't let them do it on their own, especially driving - you have to force them to do it.
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Dark Ninja
Joined: May 26, 2008
The internet shows how stupid people are.
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Posted: Jun 26, 2008 09:38 AM
Msg. 8 of 9
Nothings working. They don't move at all in the ghost. Sometimes they shoot, but their aim sucks and they don't move around. I remember playing CMT AotCR, and there was a ghost that was driving in circles. Covenant's Canyon PB1 has a ghost that drives normally, I want to make my ghost like that, but he protected the vehicle and AI tags. Is it done with scripts, or is it the AI?
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Codebrain
Joined: Sep 29, 2007
/meme
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Posted: Jun 26, 2008 01:05 PM
Msg. 9 of 9
The command list has to have the allow targeting checkbox checked.
After that, It's all up to how you set up the script.
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