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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »AI driving vehicles problem...

Author Topic: AI driving vehicles problem... (9 messages, Page 1 of 1)
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Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jan 7, 2009 09:11 PM    Msg. 1 of 9       
Try this: Use the vehicle_load_magic command.

(vehicle_load_magic


Once he's inside, run that command list.


Polamee
Joined: Feb 25, 2008

MP2SPMT's founder


Posted: Jan 8, 2009 08:52 AM    Msg. 2 of 9       
Quote: --- Original message by: Destroyer

in the .vehicle file of the pelican, go down to one of the flags sections (forgot which 1) when uncheck AI flying and check AI can side step

try that

EDIT: your english is acturley pretty good, well, compared to most people here
Edited by Destroyer on Jan 7, 2009 at 01:43 PM
\

Or YOUR English is bad?

My English is gooder than yours (get the joke?)

Anyway, vehicle_load_magic won't help, because he already got the AI into the vehicle.

You could use recorded Animations.
Edited by Polamee on Jan 8, 2009 at 08:52 AM


black doom
Joined: Oct 4, 2008

we will never stop, we can win the "impossible"


Posted: Jan 8, 2009 08:54 AM    Msg. 3 of 9       
or you can use flags to make him drive right, but still letting it think a little.


Ermac
Joined: Nov 24, 2006

Pops up from time to time


Posted: Jan 8, 2009 10:48 AM    Msg. 4 of 9       


Ermac
Joined: Nov 24, 2006

Pops up from time to time


Posted: Jan 8, 2009 11:28 AM    Msg. 5 of 9       
No problem, man. That should work for any vehicle, by the way.


Ermac
Joined: Nov 24, 2006

Pops up from time to time


Posted: Jan 8, 2009 11:42 PM    Msg. 6 of 9       
Quote: --- Original message by: L0d3x
Quote: --- Original message by: black doom
or you can use flags to make him drive right, but still letting it think a little.


How does this work in detail, does the AI follow the path decently?

@drillinstructor: the tutorial you referenced only seems to work in an approximate fashion. The AI will follow the path somewhat, but it seems it slightly deviates from the path, and thus does not end up where he has to if the path is rather long.


Sometimes they get impatient. I ran into that same problem.

The fix? Set the radius to be tighter (for instance, instead of 5.00, something like 3.50) WHILE they're following the path. They'll follow it all the way through then. Only catch is that if you do that the points must be close together or else the AI will decide not to drive toward it at all.


black doom
Joined: Oct 4, 2008

we will never stop, we can win the "impossible"


Posted: Jan 9, 2009 09:16 AM    Msg. 7 of 9       
Quote: --- Original message by: drillinstructor
Quote: --- Original message by: L0d3x
Quote: --- Original message by: black doom
or you can use flags to make him drive right, but still letting it think a little.


How does this work in detail, does the AI follow the path decently?

@drillinstructor: the tutorial you referenced only seems to work in an approximate fashion. The AI will follow the path somewhat, but it seems it slightly deviates from the path, and thus does not end up where he has to if the path is rather long.


Sometimes they get impatient. I ran into that same problem.

The fix? Set the radius to be tighter (for instance, instead of 5.00, something like 3.50) WHILE they're following the path. They'll follow it all the way through then. Only catch is that if you do that the points must be close together or else the AI will decide not to drive toward it at all.


as i said, it lets him think which also enables shooting while going in the path. and most likely wont run into a block.


black doom
Joined: Oct 4, 2008

we will never stop, we can win the "impossible"


Posted: Jan 9, 2009 10:37 AM    Msg. 8 of 9       
Quote: --- Original message by: L0d3x
Yes but what are these flags you speak of and how does one use them to let AI go to said flags?
Or do you just mean those checkboxes in a commands list.


sorry, i meant points. if you played grunt attack 2, you could see the grunts walking into points, but still shooting and escaping from grenades.


Ermac
Joined: Nov 24, 2006

Pops up from time to time


Posted: Jan 9, 2009 11:49 AM    Msg. 9 of 9       
Quote: --- Original message by: black doom
Quote: --- Original message by: drillinstructor
Quote: --- Original message by: L0d3x
Quote: --- Original message by: black doom
or you can use flags to make him drive right, but still letting it think a little.


How does this work in detail, does the AI follow the path decently?

@drillinstructor: the tutorial you referenced only seems to work in an approximate fashion. The AI will follow the path somewhat, but it seems it slightly deviates from the path, and thus does not end up where he has to if the path is rather long.


Sometimes they get impatient. I ran into that same problem.

The fix? Set the radius to be tighter (for instance, instead of 5.00, something like 3.50) WHILE they're following the path. They'll follow it all the way through then. Only catch is that if you do that the points must be close together or else the AI will decide not to drive toward it at all.


as i said, it lets him think which also enables shooting while going in the path. and most likely wont run into a block.


They shoot regardless, unless you turn off targeting in the command list. It's the driver that usually doesn't think.

 

 
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