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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Banshee AI help

Author Topic: Banshee AI help (4 messages, Page 1 of 1)
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Da Moose
Joined: Jan 6, 2008

"We've got the Holy Hand Grenade of Antioch"


Posted: May 21, 2009 11:17 AM    Msg. 1 of 4       
Can someone tell me how to make banshee ai fly the way they do in Bungie's campaign. My ai only fly into the cliff walls or try and run me over.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: May 21, 2009 06:18 PM    Msg. 2 of 4       
Once you have an AI encounter that's inside the banshee, set that encounter to 3d firing positions. Then, open up the encounter, and select "Firing Positions". Put them wherever you want the Banshee to fly to, but make sure they're floating in the air.

As for a suitable actor variant for flying banshees, I recommend the banshee pilot.actor_variant found in the folder tags\vehicles\banshee. You have to set an actor definition and a biped for it though.


Me KS
Joined: Feb 2, 2008

Desire is Reality. Xfire: jetmaster23


Posted: May 21, 2009 06:31 PM    Msg. 3 of 4       
Quote: --- Original message by: Gamma927
As for a suitable actor variant for flying banshees, I recommend the banshee pilot.actor_variant found in the folder tags\vehicles\banshee. You have to set an actor definition and a biped for it though.


No need for that. Just use any of the usual elite AI actor_varients.

The reason is because the "bansee pilot.actor_varient" tag that you mentioned is referenced by the banshee's weapon tag under "actor firing parameters". Since banshee pilots do use the banshee's weapons, the actor_varient specified by "actor firing parameters" overrides the default actor_varient of whatever AI is using the weapons in that vehicle as long as the AI is in the vehicle. So the firing properties are the same ideal ones no matter who's flying the banshee. The "actor" properties remain the same, though.

The same method is used for the wraith, hog, ghost, covie gun turret, and even the scorpion. All of their weapon tags refer to an actor_varient to specify firing properties whenever using the vehicle's weapons.


Da Moose
Joined: Jan 6, 2008

"We've got the Holy Hand Grenade of Antioch"


Posted: May 21, 2009 09:03 PM    Msg. 4 of 4       
Thanks for the help guys, I'll try it now.

 

 
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