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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »AI Flying and Driving + Shader Problems

Author Topic: AI Flying and Driving + Shader Problems (10 messages, Page 1 of 1)
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deathraider555
Joined: Jul 16, 2008

Blood is that which ties me to my devils.


Posted: Jun 17, 2009 09:27 AM    Msg. 1 of 10       
How do you get ai to drive or fly vehicles?

Also the textures arnt showing up in my map. ive got the shaders made and all (i even got yapyap's tut to check if i got it right). But they still dont show up. the bitmaps are fine they havnt got any problems. ANY help would be appreciated!


Polamee
Joined: Feb 25, 2008

MP2SPMT's founder


Posted: Jun 17, 2009 09:48 AM    Msg. 2 of 10       
Quote: --- Original message by: deathraider555
How do you get ai to drive or fly vehicles?

Also the textures arnt showing up in my map. ive got the shaders made and all (i even got yapyap's tut to check if i got it right). But they still dont show up. the bitmaps are fine they havnt got any problems. ANY help would be appreciated!


For the AI driving vehicles:

First off, if you want the AI to drive a vehicle it does not have animations for, such as an Elite driving hog, you need it to have animations. The original Elites only have anims for Ghosts, Banshees and Turrets.

Next, you would want the AI to get inside the vehicle after spawning it. There are main 2 ways. The first is the command list method, and the second is vehicle_load_magic. There are other methods, however these 2 are the easiest.

Personally I like vehicle_load_magic. I made a tutorial on this sometime back. You'll need to know how to script first. Look at my 'further reading' list below to find out tutorials.


Quote: Of course, you want your dropship to drop off enemies/allies, so you should
use a handy command called vehicle_load_magic
First off, you need a named vehicle and an AI squad that you want to get
inside the vehicle (this works for any vehicle). Then, type in this for your script
sythax:
(vehicle_load_magic (ai_actors
/))
Note that every vehicle has its own unique seat label for every seat, and you
have to check those in Guerilla.
For example, if my AI encounter name was ‘fliers’ and squad name was
‘shee’, and I wanted the AI in the squad ‘shee’ to get into a Banshee driver seat.
Name your banshee, ‘shee’.
(vehicle_load_magic flier B-driver (ai_actors fliers/shee))
…..as the seat label is B-driver
To get the ppl out of the vehicle, use the vehicle_unload command.


- From my tutorial.

Further Reading:
http://hce.halomaps.org/index.cfm?fid=2298 - Fixing up those vehicles which AI don't drive correctly

http://forum.halomaps.org/index.cfm%3Fpage=topic&topicID=22698 - Driving vehicles on command lists.

http://hce.halomaps.org/index.cfm?fid=2879 - Getting a script to work.

http://hce.halomaps.org/index.cfm?fid=4315 - My tutorial

http://hce.halomaps.org/index.cfm?fid=2809 - More scripting commands. Some can be used for AI as well.

I made this for some other guy who wanted Elites to drive vehicles. Here comes the command list method (for those who are either too lazy or can't script):

1. Create your AI squad encounter. Say you create an encounter of elites.
2. Go to that little option called 'command list' underneath 'encounters' in the 'AI' option.
3. Once you have selected the Command List option, create a new instance. Name it 'Vehicle' or something similar.
4. Go to the properties tab and tick 'Allow initiative' and 'allow targeting'
4. Open the new instance and select 'Commands'. Create a new command by selecting 'new instance'
5. Go to the properties tab of your new command.
6. Open up all the possible commands ('atom type')
7. Select the 'Vehicle' option.
8. Set which seat you want your AI to get in. I usually prefer 'any seat'.
9. Set the Vehicle distance. I usually prefer 20-70. This is the distance of the vehicles your AI will get in.
10. Go back to your AI encounter. Highlight all the starting positions, or the ones that you want the AI which spawn on to get into vehicles.
11. Go to the properties tab and use your command list. (Changing it from 'none' to whatever your command list is called).
12. Save your map and restart it (in Sapien, of course!)
13. Observe. If you're AI don't get into the vehicles, its beacuse either
a. You didn't do the above procedure correctly.
b. The Vehicles are too far away or out of reach.
c. Its not for their type/they have no animation. Its impossible to get grunts onto Banshees without creating an animation and changing the AI file, for example.
d. There are no vehicles.


As for your other problem did you tick 'simple parameterization' in shaders? What bitmaps did you use?


Sabre
Joined: Dec 10, 2008

I joined RB in protecting Donut's avatar.


Posted: Jun 17, 2009 06:52 PM    Msg. 3 of 10       
An obvious question is how to stop AI from flying like idiots when in larger vehicles such as the pelican and spirit.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jun 17, 2009 07:30 PM    Msg. 4 of 10       
Either don't let them fly at all, draw a "student driver" sign, or get them to run command lists / 3d firing positions so that they go to certain places.


Sabre
Joined: Dec 10, 2008

I joined RB in protecting Donut's avatar.


Posted: Jun 17, 2009 07:35 PM    Msg. 5 of 10       
Quote: --- Original message by: Gamma927
Either don't let them fly at all, draw a "student driver" sign, or get them to run command lists / 3d firing positions so that they go to certain places.


I do that and they still suck. I want them to fly like the Spirit's in the campaign.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jun 17, 2009 07:39 PM    Msg. 6 of 10       
The spirits in the campaign didn't have AI drivers. They ran recorded animations.


Sabre
Joined: Dec 10, 2008

I joined RB in protecting Donut's avatar.


Posted: Jun 17, 2009 08:05 PM    Msg. 7 of 10       
Quote: --- Original message by: Gamma927
The spirits in the campaign didn't have AI drivers. They ran recorded animations.


Oh, then I'm screwed :3


deathraider555
Joined: Jul 16, 2008

Blood is that which ties me to my devils.


Posted: Jun 17, 2009 08:05 PM    Msg. 8 of 10       
Thank you polamee!

With the shaders, yes i have ticked the 'simple parameterization' button. The bitmaps i am using, some i made, others are the ones you get with hek.

PS. the textures i made do have the alpha channel.


sargejohnson
Joined: Apr 20, 2009

Shall we play a game?


Posted: Jun 18, 2009 03:33 AM    Msg. 9 of 10       
Quote: --- Original message by: Sabre
An obvious question is how to stop AI from flying like idiots when in larger vehicles such as the pelican and spirit.


ever seen ODST AI fly jets as though they were HELICOPTERS? I know that's funny, but they do that.

(just more evidence of AI being idiots when it comes to flying custom vehicles)


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jun 18, 2009 09:29 AM    Msg. 10 of 10       
It's not the AI's problem. It's the settings in the vehicle that are the problem.

 

 
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