
Headhunter09
Joined: May 6, 2008
This is the truth.
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Posted: May 23, 2009 12:23 PM
Msg. 1 of 4
You know how jackals buckle under combined fire? In which tag would the area be to suppress that behavior?
Also, is it possible to make a group of AI move together (they stay in a line, moving forwards and backwards together)?
What does AI migration do?
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Me KS
Joined: Feb 2, 2008
Desire is Reality. Xfire: jetmaster23
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Posted: May 23, 2009 01:21 PM
Msg. 2 of 4
1: I'm not sure what you mean by "buckle under combined fire". Is it how they react to getting hit?
2: Well, I doubt you can make them move in lines. But, if you want them to move in groups like the flood infection dudes, at least, that's in the ".actor" tag for the AI. At the top of the ".actor" tag, there's a bunch of flags. In the first box of flags, scroll down and check "swarm".
3. AI migration in general is switching a bunch of AI actors from one encounter or squad to another encounter or squad.
It's very useful in many cases. It's usually used for moving the AI, but since it actually switches AI to other squads or encounters, it can be used to give AI new behaviors under a different encounter or squad.
Here's the basic command for it:
(ai_migrate [ai] [ai]) makes all or part of an encounter move to another encounter.
[ai] being the "name of encounter" or "name of encounter/name of squad". So if you want the encounter named "grunts" to migrate to the squad named "squad_3" in the encounter "covies":
(ai_migrate grunts covies/squad_3)
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Headhunter09
Joined: May 6, 2008
This is the truth.
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Posted: May 23, 2009 06:56 PM
Msg. 3 of 4
1) You know when you and marines keep shooting the shield, they start to wobble like they can't hold their shield up?
2) So this means that one AI affects the others? For instance, if one decides to move forwards the rest also do that?
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Me KS
Joined: Feb 2, 2008
Desire is Reality. Xfire: jetmaster23
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Posted: May 23, 2009 09:45 PM
Msg. 4 of 4
Quote: --- Original message by: Headhunter09 1) You know when you and marines keep shooting the shield, they start to wobble like they can't hold their shield up?
2) So this means that one AI affects the others? For instance, if one decides to move forwards the rest also do that? 1. That's probably one of the "ping" animations in the animation tag for the jackal. I'm not sure which though. I would say to go to the jackal's biped tag and set the "hard ping threshold" and the "hard ping interrupt time" to 0, but that would eliminate all the "ping" animations, and you probably don't want that. Either way, the "ping" animations are under "Unit Damage" in the "model_animations" tag of the jackal. 2. Yep. Just like the flood infection forms.
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