
Dusinator
Joined: Mar 23, 2008
Abuser of dots and parenthesis.
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Posted: Sep 10, 2008 07:30 AM
Msg. 1 of 7
I created a modded map with a script for the AI to "follow" me. However, I have noticed that in actual gameplay, the AI spawn multiple times and even on top of each other (making tidy pyramids and cheerleader would be jealous of). This is about ten or twenty times the number of AI I told to spawn in Sapien. In Sapien, there is no problem with the AI overspawning, just in gameplay.
The AI that overspawn are only the AI in the encounter I specified in my ai_follow_target_players script.
Compiling scripts in Sapien get no error messages.
It wouldn't be so bad if the AI all did my commands and everything, but after about five or ten minutes (long enough for the AI to get to hundreds at the current respawn rate) all the AI stop fighting each other and stop following me to anywhere... I think it's an overload of AI encounters or something.
Please help me stop my AI from procreating like bunnies. -_-
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Dusinator
Joined: Mar 23, 2008
Abuser of dots and parenthesis.
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Posted: Sep 10, 2008 11:48 AM
Msg. 2 of 7
Quote: (script startup h_f_p (ai_follow_target_players alliedsquad) )
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Me KS
Joined: Feb 2, 2008
Desire is Reality. Xfire: jetmaster23
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Posted: Sep 10, 2008 03:41 PM
Msg. 3 of 7
Post all of the spawn settings for your squads.
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Matooba
Joined: Dec 26, 2005
Crust on Halomaps! :)
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Posted: Sep 10, 2008 10:12 PM
Msg. 4 of 7
Min / Max Diff counts, set them to 1 and 1.
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Dusinator
Joined: Mar 23, 2008
Abuser of dots and parenthesis.
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Posted: Sep 11, 2008 11:01 AM
Msg. 5 of 7
I ensured min/max diff counts were at 1. Still same problem in gameplay.
Respawn min/max 1 or 2 (depending on squad). Respawn total: 0 (infinite) Respawn once every 1-2 seconds
This is for the four squads I have in the encounter in my script. These are the only squads I have trouble with. (I've never had this bug before I started using the script.)
Probably unrelated, but I have the firing positions (attack, defend etc.) in these squads set to "A", the closest cluster of firing positions closest to the spawn points. That is the correct way to do it, right? (Making sure.)
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Matooba
Joined: Dec 26, 2005
Crust on Halomaps! :)
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Posted: Sep 11, 2008 12:08 PM
Msg. 6 of 7
make sure to set those in the ai spawns properties too.
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FoxtrotZero
Joined: Aug 3, 2008
Digging Foxholes by Profession
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Posted: Sep 13, 2008 10:42 PM
Msg. 7 of 7
i know this is a rough idea.
im thinking you need to specify how many AI are to follow you. Otherwise, it overrides how many it says are allowed to spawn and it will infinitely spawn AI to follow you, until there are simply too many to handle and the game has to stop making them operate to keep spawning them.
This is likely wrong.
SO, at the first sign of a glitch... particularily a bad one like this. You should go through ALL coding even remotely related to the issue and make sure every last line is correct. Particularily number values, which can REALLY screw somethng up. something as easy to miss as a - can make your whole world come crashing down. Also, make sure EVERYTHING is set properly in geurilla/kornman00. Thos have big impacts on what happens in the game.
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