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Author Topic: i don't know why my AI does this..... (13 messages, Page 1 of 1)
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sargejohnson
Joined: Apr 20, 2009

Shall we play a game?


Posted: Sep 17, 2009 10:41 AM    Msg. 1 of 13       
ok, hi there.

so, i am making some AI get into a few longswords and pelis, and try getting them to follow a patrol route. When they see an enemy, they would attack and after that they would get back to the nearest patrol checkpoint.
However, i put in the AI, placed the firing positions, and all i get is the AI circling the firing positions and going nowhere. Just in case my info helps, i put the AI in "searching" mode for both dropdown fields in sapien, and the firing positions are approx. 100 world units above ground. Also, i made a command list in sapien that tells the AI to get into vehicles, and then that's about all.....

what should i do?


ptowery
Joined: Aug 28, 2007

oify


Posted: Sep 19, 2009 12:07 AM    Msg. 2 of 13       
They actually fly the ships!? When I put a marine in a pelican and give them a path the run into the nearest corner...
Anyway about your problem, I think there's a flag you can check to resolve this.
Edited by ptowery on Sep 19, 2009 at 12:08 AM


sargejohnson
Joined: Apr 20, 2009

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Posted: Sep 19, 2009 10:57 AM    Msg. 3 of 13       
Quote: --- Original message by: ptowery

They actually fly the ships!? When I put a marine in a pelican and give them a path the run into the nearest corner...
Anyway about your problem, I think there's a flag you can check to resolve this.
Edited by ptowery on Sep 19, 2009 at 12:08 AM


As in, what flag?
Or is there any other way to do so?

ps, abt the AI flying ships, the key is to put firing positions cleverly
PM me if you want to know, but let's keep this topic on track.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Sep 19, 2009 11:05 AM    Msg. 4 of 13       
You have to remove "AI Flying" from the pelican tag.


ptowery
Joined: Aug 28, 2007

oify


Posted: Sep 19, 2009 11:09 AM    Msg. 5 of 13       
xfire?


sargejohnson
Joined: Apr 20, 2009

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Posted: Sep 19, 2009 11:21 AM    Msg. 6 of 13       
Quote: --- Original message by: Gamma927
You have to remove "AI Flying" from the pelican tag.


ok, i would try that.
ps, i don't have xfire, but i may get it soon for comms purposes.

edit:
good news, the AI doesn't fly around the firing positions.
bad news, the AI (which is in the vehicle) doesn't leave the spot where the vehicle it is supposed to get into spawned.

well?
Edited by sargejohnson on Sep 19, 2009 at 11:27 AM


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Sep 19, 2009 11:48 AM    Msg. 7 of 13       
I was referring to ptowery. For your problem, the firing positions must be 3d firing positions. Copy the AI values from the banshees.


sargejohnson
Joined: Apr 20, 2009

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Posted: Sep 20, 2009 05:33 AM    Msg. 8 of 13       
Quote: --- Original message by: Gamma927
I was referring to ptowery. For your problem, the firing positions must be 3d firing positions. Copy the AI values from the banshees.


which AI values? the ones in the .actor_variant that is flying the pelis, or in the peli's .vehicle tag? Also, which section?


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Sep 20, 2009 12:46 PM    Msg. 9 of 13       
The .vehicle tag, copy the values from the group of checkboxes that contain "AI Flying", "AI Sidestep", and the values below that.


sargejohnson
Joined: Apr 20, 2009

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Posted: Sep 21, 2009 08:42 AM    Msg. 10 of 13       
Quote: --- Original message by: Gamma927
The .vehicle tag, copy the values from the group of checkboxes that contain "AI Flying", "AI Sidestep", and the values below that.


ok did that.
The peli still keeps circling the firing position. What i want the peli to do is when it reaches a firing position, it stops there for a while (like what AI on the ground do, they stop at a firing position for a while before changing), then moves to a different firing position and repeats the same process.

what now then?
Edited by sargejohnson on Sep 21, 2009 at 08:42 AM


chutoy54
Joined: May 26, 2009


Posted: Sep 21, 2009 06:51 PM    Msg. 11 of 13       
i tried to put elites in banshees and what i did was made a command list on were to go, raised them into the air by adding to the z axis and put firing positions around the command points at different heights. and put the behavior at moving random.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Sep 21, 2009 06:57 PM    Msg. 12 of 13       
Firing positions and command list points on the same place are redundant. Command lists override any instinct to run to a firing point. When using elites in banshees, I check the "3d firing position" box, and raise the firing points by pressing space at the location. I also set the AI at "guarding at guard position". However, since pelicans are hardly maneuverable, I doubt they'll do well in closely packed firing position groups.


sargejohnson
Joined: Apr 20, 2009

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Posted: Sep 22, 2009 09:30 AM    Msg. 13 of 13       
the firing position groups aren't exactly very near each other (i estimate each at least 80 world units away from each other) in my mod. I tried checking the "guarding at guard position" field, but same thing happened : the AI just circle the firing position.

um, what now?
Edited by sargejohnson on Sep 25, 2009 at 09:46 AM

 

 
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