
Jackal16
Joined: Jun 30, 2009
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Posted: Jul 2, 2009 10:58 AM
Msg. 1 of 28
As the question says anyone know how to say for example, get a grunt to use a shade in single player?
Also how do I get marines to be on my side in single player?
Thanks.
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UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
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Posted: Jul 2, 2009 11:04 AM
Msg. 2 of 28
AI-> Command Lists Click new instance expand the "command list" list click your new command list rename it if you want then expand your command list go to commands new instance it should say "0: pause 0.0" change that in the properties pallette to "vehicle" set the modifier to "any seat" set the vehicle distance to something like 15 then go to points set a point by your vehicle
then in the starting point for the grunt you want to enter, find command list, and reference the one you just made. Save, compile, test.
EDIT: for marines to be on your side, set the team in their encounter to "default by unit" I think Edited by UnevenElefant5 on Jul 2, 2009 at 11:05 AM
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Jul 2, 2009 11:17 AM
Msg. 3 of 28
Bah. Command lists. 1) In your script, type: (vehicle_load_magic [TURRET NAME] "" (ai_actors [AI ENCOUNTER NAME]))
2) In your script, type: (ai_allegiance player human)
Put the marines on the team "human".
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Invader Veex
Joined: Apr 11, 2007
i make poast
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Posted: Jul 2, 2009 11:28 AM
Msg. 4 of 28
or if you actually want to see them go to it,use the ai_go_to_vehicle script.
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Jackal16
Joined: Jun 30, 2009
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Posted: Jul 2, 2009 11:33 AM
Msg. 5 of 28
@ Gamma927
Wouldn't setting ai alliegence to human make all the ai go onto ur side?
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Jul 2, 2009 11:34 AM
Msg. 6 of 28
No. It makes the human team allied with you. Also, if you kill them, or betray them, then the allegiance will be broken, and they will turn on you. That's how Bungie did it in the original campaign.
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Jackal16
Joined: Jun 30, 2009
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Posted: Jul 2, 2009 11:46 AM
Msg. 7 of 28
Could you give me the full script because i'm having trouble writing it.
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Jul 2, 2009 01:06 PM
Msg. 8 of 28
(script startup allegiance (ai_allegiance player human) )
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Jackal16
Joined: Jun 30, 2009
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Posted: Jul 2, 2009 01:26 PM
Msg. 9 of 28
Gets an error when compiling in Sapien which says:
the value of the expression (in a slot) can never be used .: player human ))
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Jul 2, 2009 01:30 PM
Msg. 10 of 28
Copy your entire script, and paste it here. If your script was the exact same as the one above, then it should compile.
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Jackal16
Joined: Jun 30, 2009
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Posted: Jul 2, 2009 02:12 PM
Msg. 11 of 28
Never mind its all working now thanks.
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shadowslayer123
Joined: Feb 22, 2009
Not the american average
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Posted: Jul 2, 2009 05:02 PM
Msg. 12 of 28
Quote: --- Original message by: Gamma927Bah. Command lists. 1) In your script, type: (vehicle_load_magic [TURRET NAME] "" (ai_actors [AI ENCOUNTER NAME]))
2) In your script, type: (ai_allegiance player human)
Put the marines on the team "human". will this script work on any vehicle, and if it has more than one seats, will the ai appear in driver?
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Jul 2, 2009 05:28 PM
Msg. 13 of 28
Yes, it works on all vehicles. The "" makes it garrison all seats. So in a warthog, if you have three people, it would garrison the vehicle using the entire encounter. If you only have two, it'll garrison the driver, and passenger. The driver usually always comes first.
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shadowslayer123
Joined: Feb 22, 2009
Not the american average
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Posted: Jul 2, 2009 06:18 PM
Msg. 14 of 28
thats great, scripting can do almost anything but will it spawn a new vehicle or make the ai enter an existing one, also what do i have to do to make it so more than 1 ai enter the vehicle, and do i have to go into the vehicle and change it so ai driver is enabled? Edited by shadowslayer123 on Jul 2, 2009 at 06:28 PM
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Jul 2, 2009 07:33 PM
Msg. 15 of 28
The script refers to an existing vehicle. It also tells an AI encounter to enter a vehicle (you can shorten this down to a squad if you wish). Since you can have more than 1 AI inside an encounter, you can have multiple AI enter the vehicle. They'll enter as long as they have animations for entering. And you only need to enable AI driver, if you want them to drive around.
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shadowslayer123
Joined: Feb 22, 2009
Not the american average
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Posted: Jul 2, 2009 08:31 PM
Msg. 16 of 28
one problem, it says expecting "script" or "global" when i compile scripts
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Jul 2, 2009 08:35 PM
Msg. 17 of 28
Did you add a header? Like (script startup scriptname? Every script requires a header.
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shadowslayer123
Joined: Feb 22, 2009
Not the american average
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Posted: Jul 2, 2009 08:51 PM
Msg. 18 of 28
no, what is the scripts name
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Jul 2, 2009 09:08 PM
Msg. 19 of 28
Anything you want it to be. The only restrictions, are that it has to be one word, and you cannot have two scripts named the same thing.
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shadowslayer123
Joined: Feb 22, 2009
Not the american average
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Posted: Jul 2, 2009 09:14 PM
Msg. 20 of 28
ok, now this:
i called my vehicle "hog" and my ai encounter "marines"
[scripts line 1] the value of this expression (in a slot) can never be used.: hog "" (ai_actors marines))
recompiling scripts after scenarios were merged. the value of this expression (in a slot) can never be used.: hog "" (ai_actors marines))
this is my script:
(script startup vehicle_load_magic hog "" (ai_actors marines))
(ai_allegiance player human)
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Jul 2, 2009 09:20 PM
Msg. 21 of 28
(script startup enter_teh_hog (vehicle_load_magic hog "" (ai_actors marines)) )
(script startup allegiance (ai_allegiance player human) )
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Headhunter09
Joined: May 6, 2008
This is the truth.
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Posted: Jul 3, 2009 06:36 AM
Msg. 22 of 28
Yeah you should always format your code. Its easier to read, and cuts down on small errors like that A LOT.
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shadowslayer123
Joined: Feb 22, 2009
Not the american average
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Posted: Jul 3, 2009 09:43 AM
Msg. 23 of 28
now we got another problem, instead of entering, my marines stand there with their arms extended, i guess that means there is no enter animation. where would i find one
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Jul 3, 2009 09:44 AM
Msg. 24 of 28
They won't do that unless they're entering. Press ~ again to turn off the console, so the game resumes.
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UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
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Posted: Jul 3, 2009 11:05 AM
Msg. 25 of 28
Quote: --- Original message by: shadowslayer123 now we got another problem, instead of entering, my marines stand there with their arms extended, i guess that means there is no enter animation. where would i find one Well it depends on what vehicle they're entering, like marine's cant enter Banshees cause they don't have the animation for it. It's the same reason why the MC can't enter the wraith unless you change the seat label.
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Jackal16
Joined: Jun 30, 2009
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Posted: Jul 3, 2009 02:44 PM
Msg. 26 of 28
Is there a way to get marines to follow you?
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Jul 3, 2009 02:54 PM
Msg. 27 of 28
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Jul 3, 2009 03:16 PM
Msg. 28 of 28
Quote: --- Original message by: L0d3x Another way to get a grunt in a shade is to assign a default gunner to the shade in it's vehicle tag. Look towards the bottom of the .vehicle tag somewhere, you can't really miss it.
This will spawn a gunner in the shade when placing it in sapien. Thank you kind sir.
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