
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
|
|
|

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...
|
|
|