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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »AI Fighter Jet Stuck in Trees

Author Topic: AI Fighter Jet Stuck in Trees (8 messages, Page 1 of 1)
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Mysterion
Joined: Aug 9, 2008

Nice shot, but too bad your @$$ just got SACKED!!!


Posted: Feb 7, 2010 10:52 AM    Msg. 1 of 8       
On a air/land battle map I am working on, a Spartan pilot is patroling the skys above a battlefield with lots of trees. He will dive bomb the covenant forces, but won't pull up in time to miss the tops of the trees and will get stuck. Without having to remove the trees, how can I keep him from diving so close to the ground and make him pull up to attack once again?
Edited by Mysterion on Feb 7, 2010 at 10:52 AM


cArray
Joined: Feb 7, 2010

Because I said so.


Posted: Feb 7, 2010 11:19 AM    Msg. 2 of 8       
You could try changing the desired combat range settings in the actor variant tag.


Mysterion
Joined: Aug 9, 2008

Nice shot, but too bad your @$$ just got SACKED!!!


Posted: Mar 13, 2010 08:34 PM    Msg. 3 of 8       
Still have my AI piloted jet swooping down too low on attack and hitting the ground. Is there any sure fired way of keeping a jet from getting closer than 5 units from the ground when strafing?


sierra117
Joined: Jan 10, 2008

If sex is good exercise, why are there fat sluts?


Posted: Mar 14, 2010 12:51 AM    Msg. 4 of 8       
how are your firing positions set up?? are they 3d? if so, drag the arrows above the firing position squares so they're above the tree tops.

and in the vehicle tag right at the bottom, there are some properties that you can modify, cant remember which one it is on the top of my head, but you can change it so the ai wont go closer than 5 world units (or whatever you put in) away from any object, or at least try, :) though when Bungie was developing this section in guerilla, im not sure if they 100% completed that parameter...


Mysterion
Joined: Aug 9, 2008

Nice shot, but too bad your @$$ just got SACKED!!!


Posted: Mar 14, 2010 01:02 AM    Msg. 5 of 8       
Firing positions are set at approx 75 WUs above the terrain. The jet will circle around the firing positions, but when the covenant get within range, the plane will dive in and hit the ground sometimes, and then get stuck in the trees. I want it to dive to just about treetop level, then pull up and repeat this without going so low.


sierra117
Joined: Jan 10, 2008

If sex is good exercise, why are there fat sluts?


Posted: Mar 15, 2010 04:42 AM    Msg. 6 of 8       
hmm.. usually that makes the ai only fly above the arrows in the firing positions... well at least for me it does work.

you could place a trigger volume from the ground up to the tree tops & script it so whenever the ai enters the trigger volume it runs a command list that makes it move in an upwards direction.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Mar 15, 2010 02:17 PM    Msg. 7 of 8       
Set the AI states to guarding at guard position, and do what cArray said; change the desired combat range such that it doesn't try to dive bomb that far down.


DarkHalo003
Joined: Mar 10, 2008

All ARs Need Green Little Buttons.


Posted: Mar 15, 2010 04:52 PM    Msg. 8 of 8       
Quote: --- Original message by: Gamma927
Set the AI states to guarding at guard position, and do what cArray said; change the desired combat range such that it doesn't try to dive bomb that far down.

Thanks for telling me this. Now my tank Spartan won't do something stupid again.

 

 
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