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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Ai and Trigger volume

Author Topic: Ai and Trigger volume (17 messages, Page 1 of 1)
Moderators: Dennis

ManuGod
Joined: Nov 13, 2009


Posted: Nov 15, 2009 10:28 PM    Msg. 1 of 17       
Did I can make a script like this one

(sleep_until (volume_test_objects nav1 (players))15)

but by replacing the player with an ai ?

If yes what did I need to put instead ?


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Nov 15, 2009 10:37 PM    Msg. 2 of 17       
Let's first look at the command.

(volume_test_objects [TRIGGER VOLUME] [OBJECT LIST])

Normally, we use (players), because it represents all players. Now, you want an AI. To cast AI to an object list, use (ai_actors [AI])

So, if our AI encounter was named encounter_1, we would put

(volume_test_objects [TRIGGER VOLUME] (ai_actors [AI]))

Then, we put that back into the (sleep_until, so it looks like:

(sleep_until (volume_test_objects nav1 (ai_actors [AI])) 15)

Replace [AI] with your AI encounter. Do NOT keep the [].


ManuGod
Joined: Nov 13, 2009


Posted: Nov 15, 2009 10:46 PM    Msg. 3 of 17       
Ok thank !
I get a problem when I run my level...
When I start it all my script start...
Normaly my cutscene should start in a trigger volume but it start at the very beginning of the game when im not in it(the trigger volume)...
Have you an idea why it does that ?


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Nov 15, 2009 10:51 PM    Msg. 4 of 17       
Show me your entire script.


ManuGod
Joined: Nov 13, 2009


Posted: Nov 15, 2009 10:51 PM    Msg. 5 of 17       
(script dormant nav1
(sleep_until (volume_test_objects nav1 (players))15)
(ai_place ghost_nav1)
(sleep_until (volume_test_objects ghost_nav1 (ai_actors ghost_nav1))15)
(ai_place marine_nav1)
)

(script startup
(sleep_until (volume_test_objects searchpoint1 (players))15)
(camera_control 1)
(camera_set cam1_1 100)
(sleep 30)
(camera_set cam1_2 100)
(sleep 30)
(camera_set cam1_3 100)
(sleep 30)
(camera_control 0)
(game_save) ; Checkpoint... done.
(activate_team_nav_point_flag default "player" nav1 .6)
(wake nav1)
)


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Nov 15, 2009 11:05 PM    Msg. 6 of 17       
Looks right. Are you sure the player isn't in the trigger volume when he spawns?


ManuGod
Joined: Nov 13, 2009


Posted: Nov 15, 2009 11:06 PM    Msg. 7 of 17       
The trigger is at 200 meter from the spawn points so I can suggest he isn't in...
Did it can do this if its a custom map ?
Edited by ManuGod on Nov 15, 2009 at 11:10 PM


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Nov 15, 2009 11:18 PM    Msg. 8 of 17       
Eh, I didn't quite understand that. Are you asking if it works for custom maps?


ManuGod
Joined: Nov 13, 2009


Posted: Nov 15, 2009 11:20 PM    Msg. 9 of 17       
Sorry...
I mean did a custom made map can create such issue or no ?
Actually im using (H2) New Mombassa http://hce.halomaps.org/index.cfm?fid=4884


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Nov 15, 2009 11:26 PM    Msg. 10 of 17       
Many custom maps use trigger volumes, so I don't think that's the problem.


ManuGod
Joined: Nov 13, 2009


Posted: Nov 15, 2009 11:27 PM    Msg. 11 of 17       
Ok so did you have any idea why did it does that ?


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Nov 15, 2009 11:29 PM    Msg. 12 of 17       
Just looked over your script again, and your startup script is missing a name. I don't think that thing should even compile. Add a name.


ManuGod
Joined: Nov 13, 2009


Posted: Nov 15, 2009 11:46 PM    Msg. 13 of 17       
Ok i fix it...
It seams that my game is running my really first action at the start of the game...
So I will need to create a cutscene or an other event at the start of the levels...
So I guess I need to say you thanks again !
Two last question for tonight...
1-How can I tell a vehicle to go where i want like a normal soldier...
I give im some go to point but he doesnt follow them he just stay there and do nothing...
The vehicle is a ghost...
2-Waht represent the time value for the cutscene ?

(camera_control 1)
(camera_set cam1_1 100)
(sleep 300)
(camera_set cam1_2 100)
(sleep 300)
(camera_set cam1_3 100)
(sleep 300)
(camera_control 0)

The 300 and 100, how is it in real time ?
Edited by ManuGod on Nov 16, 2009 at 12:27 AM
Edited by ManuGod on Nov 16, 2009 at 12:28 AM


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Nov 16, 2009 12:47 AM    Msg. 14 of 17       
1) Create a command list to go somewhere. Then, load the AI into the vehicle, and make him blind and deaf. Then, make him execute the command list.

2) 30 ticks = 1 second. 300 ticks would be 10 seconds, and 100 would be 3 and a third seconds.


ManuGod
Joined: Nov 13, 2009


Posted: Nov 16, 2009 10:47 AM    Msg. 15 of 17       
Ok thanks a lot !
But to load it in the vehicle did i use the vehicle command or there is an other way so is already in ?
Edited by ManuGod on Nov 16, 2009 at 10:50 AM


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Nov 16, 2009 06:12 PM    Msg. 16 of 17       
There are script commands for loading AI, mainly ai_go_to_vehicle and vehicle_load_magic. These are the most commonly used ones.


ManuGod
Joined: Nov 13, 2009


Posted: Nov 16, 2009 07:56 PM    Msg. 17 of 17       
ok...
and did you have an animation tutorial for 3ds max so i can learn how to make a dropship to come,land,unload and go away...

 

 
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