
iTails
Joined: Nov 26, 2008
The lot of idiots on this forum are veterans
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Posted: Mar 2, 2009 05:48 PM
Msg. 1 of 10
Alright, in my http://modacity.net/forums/showthread.php?t=14619Previous Thread</a> I discussed something about random face animations. This thought came to mind while I was thinking of a cool campaign. Alright, so I was thinking of a Single Player mission thing, where you have to escort a couple of ODST's to set charges around a ship. [Truth and Reconciliation] and I was thinking, how would the ODST's carry around a bomb? Here are a couple of questions I asked myself. 1. Can the Backpack weapon mod work for AI as well as players?2. Could you generate a script so the AI could switch out weapons at a certain checkpoint and switch from an Assault Rifle to a C4 Charge, then switch back to the assault rifle?3. Is it possible [if backpack weapon mod works] to make an animation for the ODST's to throw the Assault Rifle on their backs when they pull out the C4?
Basically where im getting at is, is there any possible way to make AI switch weapons? I don't really need the weapons to be shown, I am just wondering if you can change their weapons while they are moving. E: The reason I do this is to find new methods of getting things to work. With a little brainwork and ideas, maybe we can end this world dominating crisis of un-syncing AI and why AI can't hold more then weapon.
Is there a way you can make a script for someone when they get in a passenger seat of a vehicle to switch to a different weapon? I was thinking, because I know that vehicles can only have one weapon, but what about the players in the passenger seats? I was wanting to try out some of this stuff. This was my Idea. You get in a pelican, and the only weapons are the front nose gun and the rockets [which is secondary fire], you get in the back, and a script activates making you switch to a First Person turret or other weapon. What do you think? But here's the catch... How do you make it so it animates the player with the weapon attached to the vehicle? These are just idea's and questions that could probably help with other people's SP Maps, Animations, Etc. This was not meant for stupid comments, so if it doesn't retain to the topic, please don't post.Original Topic: http://modacity.net/forums/showthread.php?p=369084#post369084 iTails = RobertGraham btw. Edited by iTails on Mar 2, 2009 at 05:49 PM
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UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
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Posted: Mar 2, 2009 06:54 PM
Msg. 2 of 10
Quote: --- Original message by: iTailsAlright, in my http://modacity.net/forums/showthread.php?t=14619Previous Thread I discussed something about random face animations. This thought came to mind while I was thinking of a cool campaign. Alright, so I was thinking of a Single Player mission thing, where you have to escort a couple of ODST's to set charges around a ship. [Truth and Reconciliation] and I was thinking, how would the ODST's carry around a bomb? Here are a couple of questions I asked myself. 1. Can the Backpack weapon mod work for AI as well as players?2. Could you generate a script so the AI could switch out weapons at a certain checkpoint and switch from an Assault Rifle to a C4 Charge, then switch back to the assault rifle?3. Is it possible [if backpack weapon mod works] to make an animation for the ODST's to throw the Assault Rifle on their backs when they pull out the C4?
Basically where im getting at is, is there any possible way to make AI switch weapons? I don't really need the weapons to be shown, I am just wondering if you can change their weapons while they are moving. E: The reason I do this is to find new methods of getting things to work. With a little brainwork and ideas, maybe we can end this world dominating crisis of un-syncing AI and why AI can't hold more then weapon.
Is there a way you can make a script for someone when they get in a passenger seat of a vehicle to switch to a different weapon? I was thinking, because I know that vehicles can only have one weapon, but what about the players in the passenger seats? I was wanting to try out some of this stuff. This was my Idea. You get in a pelican, and the only weapons are the front nose gun and the rockets [which is secondary fire], you get in the back, and a script activates making you switch to a First Person turret or other weapon. What do you think? But here's the catch... How do you make it so it animates the player with the weapon attached to the vehicle? These are just idea's and questions that could probably help with other people's SP Maps, Animations, Etc. This was not meant for stupid comments, so if it doesn't retain to the topic, please don't post.Original Topic: http://modacity.net/forums/showthread.php?p=369084#post369084 iTails = RobertGraham btw. Edited by iTails on Mar 2, 2009 at 05:49 PM I haven't checked to see how the Backpack weapon works, I think it might have something to do with certain nodes placed on the bipeds. IDK, but if you placed those nodes on any biped it should work. I am just taking a random guess though. For the switching weapons, maybe a script that replaces the AI with the assault rifle with one holding the C4. I also know the AR has a "put-away" animation, but it's unused in-game.
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iTails
Joined: Nov 26, 2008
The lot of idiots on this forum are veterans
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Posted: Mar 2, 2009 07:57 PM
Msg. 3 of 10
There are a lot of Animations and things used in the game, which is why they should be used a little more, and modify the resources we have.
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Mythril
- Screenshot Guru -
Joined: Mar 29, 2008
Jeffrey Albert Waldo
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Posted: Mar 3, 2009 01:08 AM
Msg. 4 of 10
I don't think the backpack weapons will work, as the script searches for the player number, if it has a certain weapon not readied, and changes the permutation.
Not sure if it can apply to AI. Should work with bipeds I think.
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Lone Warrior
Joined: Dec 14, 2008
-Himalayan Wizard and Mystical Guru of the Mts.-
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Posted: Mar 3, 2009 02:37 PM
Msg. 5 of 10
Quote: --- Original message by: Mythril I don't think the backpack weapons will work, as the script searches for the player number, if it has a certain weapon not readied, and changes the permutation.
Not sure if it can apply to AI. Should work with bipeds I think. You contradicted yourself in the bolded statement, as bipeds can be attached to AI.
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iTails
Joined: Nov 26, 2008
The lot of idiots on this forum are veterans
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Posted: Mar 3, 2009 04:32 PM
Msg. 6 of 10
So basically, the backpack weapon mod "will" work?
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Mar 3, 2009 09:10 PM
Msg. 7 of 10
In a nutshell, no. According to Mythril, it refers to player numbers, and not all bipeds are players (should have rephrased it differently >.<)
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Advancebo
Joined: Jan 14, 2008
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Posted: Mar 3, 2009 09:15 PM
Msg. 8 of 10
It can, it can refer to the biped the ai is using.
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Mar 3, 2009 09:25 PM
Msg. 9 of 10
Just read the script. Here's an exerpt: (script continuous backpack_assaultrifle (if (and (unit_has_weapon (unit (list_get (players) plyrnum)) w_assault_rifle) (not (unit_has_weapon_readied (unit (list_get (players) plyrnum)) w_assault_rifle)) true) (begin (object_set_permutation (unit (list_get (players) plyrnum)) "backpack" assault_rifle) ) ) )
Translation: (Continuous script (if the player has the assault rifle in his inventory, and isn't holding the assault rifle (set the player's permutation to the backpack assault rifle) ) ) So basically, it checks if the player unit has the assault rifle, but isn't holding the assault rifle. I suppose you could change it so that you refer to the biped of an AI, but since AI don't switch weapons (not that I know of), you could just set the biped to start off with that permutation.
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jacknme
Joined: Aug 29, 2008
If you see this, you must be in an old topic
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Posted: Mar 4, 2009 02:16 AM
Msg. 10 of 10
I think that there that the problem for the passenger switching to a weapon is giving the passenger back his weapon with the exact ammo left when he exits the vehicle. And as for animating it to be joint to the vehicle, i think you just need to animate it to have a long tube going upwards(if its a pelican) so it will seem to be connected
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