
Shadeslayer
Joined: Jan 28, 2009
I won't miss!!
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Posted: Feb 10, 2009 12:17 AM
Msg. 1 of 11
how do you tell a biped to enter a vehicle and drive around and attack you. I created vehicle bipeds that will attack you but there is no one in them. That does not look realistic if you know what i mean. It reminds me of skynet from terminator. Anyway, please give detailed instructions on how to make bipeds enter vehicals and attack you.
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black doom
Joined: Oct 4, 2008
we will never stop, we can win the "impossible"
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Posted: Feb 10, 2009 06:23 AM
Msg. 2 of 11
Quote: --- Original message by: Shadeslayer how do you tell a biped to enter a vehicle and drive around and attack you. I created vehicle bipeds that will attack you but there is no one in them. That does not look realistic if you know what i mean. It reminds me of skynet from terminator. Anyway, please give detailed instructions on how to make bipeds enter vehicals and attack you. i doubt you know how to make vehicles AI.
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Polamee
Joined: Feb 25, 2008
MP2SPMT's founder
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Posted: Feb 10, 2009 07:23 AM
Msg. 3 of 11
First off, do you know how to add AI to maps? If you don't then good luck....
If you do, here are the instructions....
NOTE: The below was me explaining how to get Ai into a pelican using scripts in some other topic
No, not bipeds. AI!
Use a Command List.
However, if you still experience difficulties, use this handy command called vehicle_load_magic. What it does is basically, well, magic. It will load the specified AI into the seat of the vehicle NO MATTER WHAT.
No trigger/flags etc needed.
However, you do need to find out the seat label for whatever vehicle you are using. If you're using the epelican from Extinction, the seat label is W-driver. Name your pelican
Your full scripting synthax should be:
(vehicle_load_magic (ai_actors /))
(vehicle_load_magic peli W-driver (ai_actors peli/driver))
That is, if you named your epelican 'peli', your AI encounter name was peli and AI squadname was 'driver'.
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Shadeslayer
Joined: Jan 28, 2009
I won't miss!!
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Posted: Feb 10, 2009 08:45 AM
Msg. 4 of 11
yes i do know how i have already constructed a banshee biped and created its actor variant tags and fought it in combat and it flew around and fought back. It even killed me once. I also know how to add actor variants to a map and place there starting points and moving points and firing points. But i don't understand this script stuff.
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Polamee
Joined: Feb 25, 2008
MP2SPMT's founder
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Posted: Feb 10, 2009 09:07 AM
Msg. 5 of 11
You don't know how to create a script?
OK.
Start a new notepad file. Type in whatever you want. The script should look like this:
(script startup spawntheevilflood (sleep_until (volume_test_objects [trigger_volume name] (players))15) (ai_place [ai_name]) )
It will sleep the script until the player walks into the specified trigger, and spawn the flood AI. So if you nameed your AI encounter 'flood' and your trigger 'tvol', the script would look like:
(script startup spawntheevilflood (sleep_until (volume_test_objects tvol (players))15) (ai_place flood) )
There are many more stuff (e.g music and objectives) you can script with triggers.
Once that's done, use notepad, and 'save as'. DO NOT SAVE IT AS A .TXT
Save it as an 'all files', and add a .hsc at the end of the file name. Save it to Halo Custom Edition\Data\levels\mapname\scripts
The above is an example on how to make an example of a simple script. Of course, more scripting sytaxes, such as vehicle_load_magic, are possible.
But I recommend you create a command list to get them into vehicles.
1. Start up Sapien, and go to Mission > AI > Command Lists. 2. Create a New Instance. Open up you instance, and create a new command. 3. Your command should say ‘pause 0.0’ 4. Go to the properties view of the pause command by selecting it. 5. Under ‘atom type’, select ‘vehicle’ and set it to ‘any seat’ 6. Set the vehicle distance. I prefer about 20-70 7. Create a new AI encounter, create a new squad, and add starting positions. 8. Open up the starting positions in the property palette, and apply the command list to them
You AI should get into vehicles. If they do not, it is because:
-Vehicles are out of range -Vehicles cannot be reached -They have no animation (it is impossible to get Grunts into Shees without creating custom animations, for example) -There are no vehicles on your map.
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Shadeslayer
Joined: Jan 28, 2009
I won't miss!!
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Posted: Feb 10, 2009 09:22 AM
Msg. 6 of 11
Thanks man for your help. I have successfully told a grunt specops to enter a ghost that is within 5 world units. Thanks man for explaining command list. If i must i will use this load_vehicle_magic but i believe i figured out the command list.
i did exactly what you said and the grunt would not enter the ghost. he simply walked around it. does this mean that i need to create animations for him in guerilla???? Edited by Shadeslayer on Feb 10, 2009 at 09:42 AM
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black doom
Joined: Oct 4, 2008
we will never stop, we can win the "impossible"
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Posted: Feb 10, 2009 09:50 AM
Msg. 7 of 11
Quote: --- Original message by: Shadeslayer
Thanks man for your help. I have successfully told a grunt specops to enter a ghost that is within 5 world units. Thanks man for explaining command list. If i must i will use this load_vehicle_magic but i believe i figured out the command list.
i did exactly what you said and the grunt would not enter the ghost. he simply walked around it. does this mean that i need to create animations for him in guerilla???? Edited by Shadeslayer on Feb 10, 2009 at 09:42 AM not in guerilla, in 3dmax, which you probaly already know if you made a vehicle biped.
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Shadeslayer
Joined: Jan 28, 2009
I won't miss!!
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Posted: Feb 10, 2009 09:53 AM
Msg. 8 of 11
no i dont have 3dmax. i used the banshee vehicle tags and created a biped tag using its gbx model and adjusting the sentinals actor variant tags to better suit a banshee.
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black doom
Joined: Oct 4, 2008
we will never stop, we can win the "impossible"
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Posted: Feb 10, 2009 09:56 AM
Msg. 9 of 11
Quote: --- Original message by: Shadeslayer no i dont have 3dmax. i used the banshee vehicle tags and created a biped tag using its gbx model and adjusting the sentinals actor variant tags to better suit a banshee. check pms.
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Shadeslayer
Joined: Jan 28, 2009
I won't miss!!
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Posted: Feb 16, 2009 12:58 PM
Msg. 10 of 11
what is pms
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Molonky500
Joined: Aug 30, 2008
Xfire;killermax5
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Posted: Feb 16, 2009 12:59 PM
Msg. 11 of 11
ignore this Edited by Molonky500 on Feb 16, 2009 at 01:00 PM
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