
snake2005
Joined: Jun 9, 2009
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Posted: Jun 25, 2009 06:16 AM
Msg. 1 of 10
Hi guys, I got severel AI questions.
1. I set the command go to (point 1 keep moving, then point 2 keep moving until point 9 for example) for certain squads. I opened their starting locations and set under command list, my desired command. But they don't obey that command. They don't go to the points the belong to... Instead of doing what they shall do, they just move on fire positions... All I want to do is that they spawn in the base and move to the enemy base and they shall fight every enemy they see on their way.
2. What the hell is the command "set radius"? There is a explanation but I don't understand it really
3. What are platoons? What's their function?
4. And what are "Fake Start Positions"?
I know that I ask so many questions, but you all have to understand me, I am new at modding Halo CE, I am still learning from you all. I am a beginner right now just like you all at the beginning so I hope you understand me and try to help me.
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Polamee
Joined: Feb 25, 2008
MP2SPMT's founder
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Posted: Jun 25, 2009 07:08 AM
Msg. 2 of 10
There are alternative ways for AI to get to the opposing base without command lists, you know. =|
Anyway, I'll go straight to answering your questions:
1. Do not tick 'allow initiative' or else the AI will not follow the command list. Only tick 'allow targeting' .
2. Set radius sets the radius for the AI to follow the points in the command list. So, if you set the radius to 20, the AI will not wander over 20 world units away from the command list points.
3. Platoons are groups of AI. They are useful, for example, if you want a group of AI to maneuver to another group, which is in a platoon.
4. No idea on that one, they don't do anything as far as I know, so ignore them.
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Jun 25, 2009 10:44 AM
Msg. 3 of 10
Put firing positions around the whole map, set their initial and return states to 'guarding at guard position'. Then, create a script that uses the (ai_magically_see_encounter)
command. So if you have two encounters, do: (script startup see_enemy (ai_magically_see_encounter [ENCOUNTER] [ENCOUNTER2]) (ai_magically_see_encounter [ENCOUNTER2] [ENCOUNTER]) )
It creates for a more realistic AI experience. That's what I did for http://www.xfire.com/video/c733a/
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snake2005
Joined: Jun 9, 2009
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Posted: Jun 25, 2009 11:15 AM
Msg. 4 of 10
alright thank you 2 guys.. well gamma how do i make your idea become true? i see there is a folder named "scripts".. what shall i do? or better.. what shall i type in? just copy your script you have given me here? alright i'm going to try it now...
EDIT: And also another question, well my AIs fight well, but they always fight in suicidal way. They don't take cover, just rarely. They always go so near the enemy sometimes i ask myself, do they want boxing or shooting... How can i make them stay away from the enemy and fight them ranged? Edited by snake2005 on Jun 25, 2009 at 12:00 PM
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Jun 25, 2009 01:15 PM
Msg. 5 of 10
As long as they aren't running command lists, they should take cover. Modify their preferred range in the actor_variant.
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snake2005
Joined: Jun 9, 2009
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Posted: Jun 27, 2009 06:43 AM
Msg. 6 of 10
yea i modified their actor variants is alright now.. and about your script... i just opened devmode in game and typed it in. these scripts make the AIs able to see the enemy through walls etc right? this way the AI always know where the enemy is and tries to fight it right?
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Polamee
Joined: Feb 25, 2008
MP2SPMT's founder
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Posted: Jun 27, 2009 08:52 AM
Msg. 7 of 10
Quote: --- Original message by: snake2005 yea i modified their actor variants is alright now.. and about your script... i just opened devmode in game and typed it in. these scripts make the AIs able to see the enemy through walls etc right? this way the AI always know where the enemy is and tries to fight it right? It should be, if the firing positions, initial and return states are as he said (guarding at guard). Its much better than command lists, since the AI are kind of enslaved when running on command lists. This allows them to have more free will, but still seek out the enemy.
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snake2005
Joined: Jun 9, 2009
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Posted: Jun 28, 2009 05:34 AM
Msg. 8 of 10
yea you're right but you know I need commands to make them run a certain way. cuz i wanna make a battle place you know, hmm an example on infinity. Marines and Elites defend the blue base againzt the covenant and the flood. my idea was that the humans allied with the elites and the flood with the covenant. so in the blue base there are 2 teleporter gates. I want to make marines and elites spawn right there and run into the middle of the battle as fresh backup. that's why i want to know how to make the command list to work.
EDIT: By the way, I would like to know how to make the AI throwing grenades? I already looked in their actor variants with their "how likely we throw grenades etc.." but they don't throw it... Edited by snake2005 on Jun 28, 2009 at 07:03 AM
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Jun 28, 2009 10:13 AM
Msg. 9 of 10
Change the grenade velocity to something greater than one. I like to set mine between 10 to 15. Edited by Gamma927 on Jun 28, 2009 at 10:13 AM
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Me KS
Joined: Feb 2, 2008
Desire is Reality. Xfire: jetmaster23
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Posted: Jun 28, 2009 12:54 PM
Msg. 10 of 10
Just for future reference, you can figure out what the original grenade velocity of any actor_varient is.
That decimal that you originally see in a ripped actor_varient tag for 'grenade velocity' isn't just some random value. It's the original grenade velocity, but in world units per 1/30th of a tick for some reason....
So, multiply the long decimal in there by 30 (which will make it world units/tick) and then multiply it again by 30 to convert it into the right units, world units/second. If it gives you a repeating decimal very close to a whole number, then just round it up or down.
So, the marine tag says that the grenade velocity is 0.00777778. Multiply that by 30, and you get 0.2333334 world units/tick. Multiply it again by 30 and you get 7.000002, which you then round to 7.
As a shortcut, you could just multiply the original decimal by 900 and then round. I just do the two 30's to see the world units/tick as well as world units/second.
So the original grenade velocity of the marines is 7 world units/second.
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