
lolzar
Joined: Sep 10, 2009
sliceslicesliceslice :DDD
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Posted: Nov 29, 2009 10:46 PM
Msg. 1 of 30
Now i have most of the ingredients to an epic sp map can somone help me wiht waypoints? The final ingredient to suceed....i think help
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UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
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Posted: Nov 30, 2009 06:49 PM
Msg. 2 of 30
In sapien, go to Game Data -> Flags (not netgame flags) place a flag where you want the waypoint to be. Name it waypoint_flag Then place a trigger volume. This trigger volume will show the waypoint when the player walks through it. Name it activate Place another trigger volume in the rough location of the flag. Name it "deactivate"
(sleep_until (volume_test_objects activate (players)) 15) (activate_team_nav_point_flag default "player" waypoint_flag 0.6) (sleep_until (volume_test_objects deactivate (players)) 15) (deactivate_team_nav_point_flag "player" waypoint_flag)
This script will sleep until the player enters the activation trigger, then it displays the waypoint, then sleeps until the player enters the deactivation trigger, then deactivates the waypoint. Obviously you can change the names if you want.
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lolzar
Joined: Sep 10, 2009
sliceslicesliceslice :DDD
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Posted: Nov 30, 2009 09:29 PM
Msg. 3 of 30
u should make a tutorial on sp maps if u havent already lol
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Mushi
Joined: Jul 21, 2007
Halo's Ring is just, Awesome.
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Posted: Dec 1, 2009 07:54 PM
Msg. 4 of 30
Yeah put it on youtube so people won't ask so much. If your gonna do it :P
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lolzar
Joined: Sep 10, 2009
sliceslicesliceslice :DDD
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Posted: Dec 1, 2009 09:39 PM
Msg. 5 of 30
somthing jsut came up to me when i was testing out the waypoints: how do we make ais spawn only once and not respawn at all cuz i set all the numbers in the ai count 5 and yet they still respawn and how do we delay there respawn tiem the options in sapien dont seem to be working
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sargejohnson
Joined: Apr 20, 2009
Shall we play a game?
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Posted: Dec 1, 2009 11:08 PM
Msg. 6 of 30
to make the ai spawn only once, open you level in sapien and look for the encounter you want to only spawn once. There should be a checkbox for "respawn enabled", so make sure that checkbox is not checked. As for making the ai spawn at a specific time, however, that would require some scripting.
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lolzar
Joined: Sep 10, 2009
sliceslicesliceslice :DDD
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Posted: Dec 2, 2009 09:58 AM
Msg. 7 of 30
well i do hit the respawn enabled yet still 8 or 9 of them spawn instead of 5 and would u mind telling me the script :D
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Dec 2, 2009 11:05 AM
Msg. 8 of 30
You DON'T check respawn enabled. Then, make sure all respawn values are set to 0. Set the number of AI you want with the difficulties.
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lolzar
Joined: Sep 10, 2009
sliceslicesliceslice :DDD
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Posted: Dec 2, 2009 10:08 PM
Msg. 9 of 30
i should read it mreo carefully :D
whats the script to delay the spawning? and can you guys explain to me recorded animations like pelicans driving to drop off allies Edited by lolzar on Dec 2, 2009 at 10:13 PM
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lolzar
Joined: Sep 10, 2009
sliceslicesliceslice :DDD
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Posted: Dec 3, 2009 08:06 PM
Msg. 10 of 30
is it possible to delay an ai encounter block?
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Dec 3, 2009 08:59 PM
Msg. 11 of 30
I don't really see the purpose of doing what final444h posted above. Just set the encounter to "Not initially created". To create the encounter, use
(ai_place [AI ENCOUNTER])
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PX173
Joined: Aug 22, 2009
It was worth it.
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Posted: Dec 4, 2009 05:31 AM
Msg. 12 of 30
Quote: --- Original message by: final4444h (script startup ai_attach (sleep 200) <--- this is the time before your biped will spawn (object_create_anew cyborg1) <---- this will create your cyborg (ai_attach cyborg1 marines) <----- this will attach your biped to your AI )
Also, 200 is 6 1/3 seconds, since 30 units is one second. Furthermore, I thought you could just use ai_place instead of those last two lines.
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PX173
Joined: Aug 22, 2009
It was worth it.
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Posted: Dec 4, 2009 11:44 AM
Msg. 13 of 30
Well actually I said that because we're talking more about AI than bipeds, and AI is more commonly used, since nobody wants an enemy who just stands there. I'm pretty sure 30 units is 1 second, though.
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lolzar
Joined: Sep 10, 2009
sliceslicesliceslice :DDD
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Posted: Dec 4, 2009 06:21 PM
Msg. 14 of 30
ok just gimme the darn script to delay the ais instead of arguing
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Dec 4, 2009 06:39 PM
Msg. 15 of 30
Read the context he asked for. We were discussing AI encounters earlier. It's logical to think that he still wants this to work for an AI encounter. @ OP: Do what I aid here. Quote: --- Original message by: Gamma927 Set the encounter to "Not initially created". To create the encounter, use
(ai_place [AI ENCOUNTER])
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lolzar
Joined: Sep 10, 2009
sliceslicesliceslice :DDD
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Posted: Dec 4, 2009 07:46 PM
Msg. 16 of 30
may i has teh ai delay script -.-
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Dec 4, 2009 08:03 PM
Msg. 17 of 30
:|
That IS the script.
Set the encounter to not initially created, with respawn enabled off. Then, they won't be there. Then, use the command I posted above in order to place them.
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lolzar
Joined: Sep 10, 2009
sliceslicesliceslice :DDD
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Posted: Dec 5, 2009 03:30 PM
Msg. 18 of 30
that spawns the ai i think we all know that do u thnk this will work
(script startup sp4 (begin (sleep 200) (ai_place [encounter]) ) )
im thinking this will work becuase sleep ussually delays crap for me
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Dwood
Joined: Oct 23, 2007
Judge Ye Therefore
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Posted: Dec 6, 2009 09:42 AM
Msg. 19 of 30
(begin (stuff) )
is only necessary for if statements so you can have more than one (then) statements.
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lolzar
Joined: Sep 10, 2009
sliceslicesliceslice :DDD
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Posted: Dec 6, 2009 09:50 AM
Msg. 20 of 30
so if u have only 1 statement dont use (begin?
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Dwood
Joined: Oct 23, 2007
Judge Ye Therefore
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Posted: Dec 6, 2009 09:56 AM
Msg. 21 of 30
Quote: --- Original message by: lolzar so if u have only 1 statement dont use (begin? You simply don't need it if you have no if statement. (script startup sp4 (sleep 200) (ai_place [encounter]) ) Will work just fine. Whether or not I have only 1 statement in and if I use it so that if I do need it I won't have to add it later.
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lolzar
Joined: Sep 10, 2009
sliceslicesliceslice :DDD
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Posted: Dec 7, 2009 09:15 PM
Msg. 22 of 30
anyone know how to make it where you can play as 2 different bipeds like a cqb and when you die you can either be cqb or eva?
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Dwood
Joined: Oct 23, 2007
Judge Ye Therefore
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Posted: Dec 8, 2009 03:49 PM
Msg. 23 of 30
Quote: --- Original message by: lolzar anyone know how to make it where you can play as 2 different bipeds like a cqb and when you die you can either be cqb or eva? Not without the fp arms.
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CorruptedHalo
Joined: May 18, 2009
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Posted: Dec 8, 2009 04:30 PM
Msg. 24 of 30
Quote: --- Original message by: DwoodQuote: --- Original message by: lolzar anyone know how to make it where you can play as 2 different bipeds like a cqb and when you die you can either be cqb or eva? Not without the fp arms. The fp arms in halo 3 don't change :|
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lolzar
Joined: Sep 10, 2009
sliceslicesliceslice :DDD
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Posted: Dec 8, 2009 09:41 PM
Msg. 25 of 30
how do we do it though? for haloce
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Dec 10, 2009 02:01 AM
Msg. 26 of 30
Permutations in the gbxmodel for the biped.
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lolzar
Joined: Sep 10, 2009
sliceslicesliceslice :DDD
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Posted: Dec 13, 2009 11:09 AM
Msg. 27 of 30
how do we make ais throw nades is it the part in the actor varient at the very bottom? if it is then help me because ais dont wanna listen to me and toss their nades D:
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Dec 13, 2009 12:41 PM
Msg. 28 of 30
The throwing speed must be greater than 1. It's initially set to some decimal. Change it to 10 or 12.
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Flash44x
Joined: Jan 3, 2007
What would you have your arbiter do?
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Posted: Dec 13, 2009 04:21 PM
Msg. 29 of 30
Quote: --- Original message by: Gamma927 The throwing speed must be greater than 1. It's initially set to some decimal. Change it to 10 or 12. 7 should be enough.
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lolzar
Joined: Sep 10, 2009
sliceslicesliceslice :DDD
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Posted: Dec 13, 2009 10:26 PM
Msg. 30 of 30
great i got owned by my own ais. New problem in the gear box model premunitions thing i couldnt add the crap what the crap?
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