
snake2005
Joined: Jun 9, 2009
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Posted: Jun 13, 2009 03:11 PM
Msg. 1 of 16
got a quick AI question, is it possible to make certain AI's to follow the player? And if so, how can I make them not following me anymore as well?
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Headhunter09
Joined: May 6, 2008
This is the truth.
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Posted: Jun 13, 2009 04:13 PM
Msg. 2 of 16
Search for tutorials of that on the Halomaps website, there is at least one.
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Me KS
Joined: Feb 2, 2008
Desire is Reality. Xfire: jetmaster23
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Posted: Jun 13, 2009 04:22 PM
Msg. 3 of 16
Yes. There are script commands that enable and disable player following for AI. You can even make some AI follow other AI. But, you have to set up the firing positions and squads for the AI encounter in a certain way to make it work. Just download this short tutorial I made that some guy took and uploaded. It tells you how to set up the encounters and the script commands: http://hce.halomaps.org/index.cfm?fid=4047
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snake2005
Joined: Jun 9, 2009
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Posted: Jun 13, 2009 06:06 PM
Msg. 4 of 16
it doesnt work, i followed the instructions step by step... maybe i have misunderstood somethin.. maybe you can explain it exacting?
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Me KS
Joined: Feb 2, 2008
Desire is Reality. Xfire: jetmaster23
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Posted: Jun 13, 2009 08:25 PM
Msg. 5 of 16
What doesn't work exactly? Do the AI not follow you or was there an error with the script or something else?
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snake2005
Joined: Jun 9, 2009
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Posted: Jun 13, 2009 08:46 PM
Msg. 6 of 16
they dont follow me, they just stand there and relax Edited by snake2005 on Jun 13, 2009 at 08:46 PM
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Me KS
Joined: Feb 2, 2008
Desire is Reality. Xfire: jetmaster23
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Posted: Jun 13, 2009 09:06 PM
Msg. 7 of 16
Oh, ok. There are way too many things that could go wrong, since this is somewhat complicated, so it would be best if I could see everything that you did. If you can, post just your ".scenario" tag on filefront or some other file share site so I can find the problem and tell you what to fix. Also, post your script here, just in case the script is the problem.
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Me2
Joined: Mar 28, 2009
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Posted: Jun 14, 2009 05:55 AM
Msg. 8 of 16
Hello snake2005, I had this problem a while ago and the way you stop the AI from relaxing is by changing their Initial and Return state to "Guarding at Position".
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snake2005
Joined: Jun 9, 2009
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Posted: Jun 14, 2009 07:36 AM
Msg. 9 of 16
yea you're right with the initial and return state thanks man.. and here my scenario, i really followed your instructions step by step, maybe i have misundrstood somethin but hey thanks man that you're ready to help me :) here is the download link http://files.filefront.com/gephyrophobiascenario/;13898396;/fileinfo.htmlEDIT: Forgot to mention... well in game i open the console and type in "ai_follow_target_players B" Edited by snake2005 on Jun 14, 2009 at 07:38 AM
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Me KS
Joined: Feb 2, 2008
Desire is Reality. Xfire: jetmaster23
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Posted: Jun 14, 2009 11:34 AM
Msg. 10 of 16
Er.. I think you uploaded the wrong scenario, because there aren't any AI encounters in the scenario I downloaded. In fact, it looks like a completely unedited gephyrophobia. I downloaded and opened it twice in its own folder to make sure it wasn't something I did wrong.
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snake2005
Joined: Jun 9, 2009
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Posted: Jun 14, 2009 12:38 PM
Msg. 11 of 16
that's weird.. hmm........... try this http://files.filefront.com/gagascenario/;13899090;/fileinfo.htmli type in the console "ai_follow_target_players C" EDIT: It's sooo weird... i dont know why the uploaded files are unedited.... but maybe you can explain the instruction step by step again? Edited by snake2005 on Jun 14, 2009 at 12:43 PM
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Me KS
Joined: Feb 2, 2008
Desire is Reality. Xfire: jetmaster23
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Posted: Jun 14, 2009 01:17 PM
Msg. 12 of 16
Try zipping the scenario file and then upload it to see if that works.
If not, then you'll have to explain your setup. I know it will take a while to explain, but like I said, there are way too many places for errors, so I can't ask for specific problems yet.
Basically, tell me the encounter name (which I think is "C" judging by your command). Then, tell me all of the "empty" squad names that you have and what letter or letters you typed in for each of the AI states "attacking, defending, searching," etc. Then do the same for the squads that you spawned the actors for.
That should at least give me an idea of what you did.
By the way, I don't blame you for not understanding some parts of it. I didn't intend for it to be released as an actual tutorial. Some other guy did that to be a jerk. I just posted it on my old clan forums as a guide. I plan to eventually make a fully detailed tutorial with pictures and all and release it myself when I have the time. Summer vacation's coming soon, so it will most likely be released then.
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shadowslayer123
Joined: Feb 22, 2009
Not the american average
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Posted: Jun 14, 2009 05:22 PM
Msg. 13 of 16
hey me ks, can i have that script of yours that allows more vehicles in your globals file
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snake2005
Joined: Jun 9, 2009
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Posted: Jun 15, 2009 12:04 AM
Msg. 14 of 16
Aight I will explain you step by step what I did. First I set an encounter and named it "A". Then I set fire positions all over the map but only 1 for each letter from A-Z. Then I set up empty squads, named them squad_a, squad_b and so on till squad_z without spawn points and movement points. Just checked automatic migration, initial and return state to guarding at guard position. And I never touched the action states like attacking, attacking searching, attack guarding, defending, defending search and defending guard. And then I made real squads with spawn points, automatic migration and initial and return state to guarding at guard position. And finally in game if I type "ai_follow_target_players A" they dont follow me.
Hope you can see what I did wrong. Thank you that you are ready to help me man :).
EDIT: If it helps, I wish that a whole Squad can follow me whereever I go. Exp. a squad which contains 4 marines who will follow me as soon as they see me. Is that possible? Like in the campaign mission 3 truth and reconciliation where the marines follow master chief whereever he goes. Edited by snake2005 on Jun 15, 2009 at 07:52 AM Edited by snake2005 on Jun 15, 2009 at 07:55 AM
Alright I tested somethin. I made every single firing position A-Z but only 1 point for each letter. Then I created squads for every letter typed in attack searching and so on the right letter. Then I created a squad with some marines. In game I typed "ai_follow_target_players A" and then they followed me, but not the squad with the marines, it seems like the squads I made spawned and followed me. But only 1 per squad and they just follow me to the firing position they belong to... My question is how can I make the squad which I created the actors in can follow me instantly whereever I go just like in the campaign mode the level "Truth and Reconciliation".. I hope you can help me with that. Edited by snake2005 on Jun 18, 2009 at 03:14 AM
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Me KS
Joined: Feb 2, 2008
Desire is Reality. Xfire: jetmaster23
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Posted: Jun 25, 2009 03:34 PM
Msg. 15 of 16
I read your PM. Here's what I sent you:
There are two things you did wrong (and again, I don't blame you, my explanation isn't very specific):
First, you don't have to put 1 firing position for each letter, and really you actually can't unless you only have one marine. You can have as many firing positions as you want that are set to group 'A', that are set to group 'B', set to group 'C', etc. as long as the ones for 'A' are physically near each other, the ones for 'B' are near each other, etc.
Ideally, you want a good amount more firing positions for each letter than there are marines in your encounter. So if you have 10 marines total, then you want at least 15 firing positions set to 'A', at least 15 set to 'B', etc. This way the marines can all pick a firing position in order to follow you properly, and in addition can still move around and change firing positions within that group.
Second, you missed a crucial step that is what makes the empty squads usable for following: you have to set the action states to the firing position group letter that the empty squad corresponds to. Otherwise, the firing positions aren't even being referred to and they can't be used, making them useless.
All you have to is, e.g. for squad_a set all of the action states (attacking, attacking searching, etc.) to the firing position group 'A'. To do this, all you have to do is type in 'A' in the fields, and that's it. Then, in squad_b, you would do the same thing, but typing in 'B' for the action states, and so on.
You also have to do this for the squads that actually spawn your AI. Set the action states only to the firing position group closest to the spawn points of the AI.
After all that's done, your AI should follow you in all cases just fine.
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snake2005
Joined: Jun 9, 2009
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Posted: Jun 26, 2009 11:44 AM
Msg. 16 of 16
I just can agree with you, it works very fine thank you very much dude... So those things were my mistakes... Now thanks to you I gained more knowledge in Halo CE modding, I hope that I can learn more from you and others here big thanks to you all  
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