
MasterRyan
Joined: Jul 25, 2008
Leader of Ryan C. Designs!
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Posted: Feb 14, 2010 04:15 PM
Msg. 1 of 5
all I want to do are 2 things, 1, get an elite to drive a vehicle, and 2, make a spirit come in, drop troops off, and leave, any easy way to do these things?
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Feb 14, 2010 04:58 PM
Msg. 2 of 5
1) (vehicle_load_magic [VEHICLE] [SEAT] (ai_actors [ENCOUNTER]))
2) Varies depending on whether you're using custom animations, recorded animations, or command lists for the pilot.
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MasterRyan
Joined: Jul 25, 2008
Leader of Ryan C. Designs!
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Posted: Feb 14, 2010 05:06 PM
Msg. 3 of 5
1: where do I type that
2: example, on the map tutorial, a dropship flies in, lands in front of blue base, elites jump off, it closes, and flies away
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Feb 14, 2010 05:19 PM
Msg. 4 of 5
Quote: --- Original message by: MasterRyan 2: example, on the map tutorial, a dropship flies in, lands in front of blue base, elites jump off, it closes, and flies away Because that really helps answer this: Quote: --- Original message by: Gamma927 2) Varies depending on whether you're using custom animations, recorded animations, or command lists for the pilot.
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Codebrain
Joined: Sep 29, 2007
/meme
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Posted: Feb 14, 2010 05:48 PM
Msg. 5 of 5
Number 2 depends on what you use, recorded or custom. In a30, for example, here is the script portion that has the first dropship encounter that uses recorded animations: Quote: (script dormant mission_lz_dropship Script is callled from main mission script (object_create lz_cship ) Creates a c_dropship named lz_cship (unit_close lz_cship ) Closes the doors for the lz_cship (ai_place lz_search/cship_toon ) Places the AI encounter for the dropship to hold (ai_braindead lz_search true ) Makes sure the encounter does not fire at the player until the dropship is finished dropping them off (vehicle_load_magic lz_cship "passenger" (ai_actors lz_search/cship_toon )) Magically adds the entire encounter to the lz_cship's seats (object_teleport lz_cship lz_cship_flag ) Teleports lz_cship behind the left mountain so the player cannot see it spawn (recording_play_and_hover lz_cship lz_cship_enter ) Plays the recorded animation (objects_predict lz_cship ) Loads the c_dropship from memory via object_definition in the script (sleep (max 0 (- (recording_time lz_cship )750 ))) Sleeping until recorded animation is done (ai_conversation lz_cship_enter ) Cortana warns player of lz_cship (sleep_until (< 4 (ai_conversation_status lz_cship_enter ))1 ) Wait's until ai_conversation_status is greater than four (sleep (recording_time lz_cship )) Sleep for how long the recorded animation is (if (volume_test_objects lz_bridge (players )) Testing if player has entered lz_bridge trigger volume (begin (ai_conversation lz_cship_danger ))(if (volume_test_objects lz_landing (players )) Cortana warns player about c_dropship (begin (ai_conversation lz_cship_danger ))(if true (begin (ai_conversation lz_cship_safe )) ))) Cortana tells you to get to safety (set play_music_a30_01_alt true ) Plays Alternate of a30_01 (vehicle_hover lz_cship false ) disables hovering for lz_cship (recording_play_and_hover lz_cship lz_cship_landing_drop ) lz_cship plays landing recorded animation (sleep (max 0 (- (recording_time lz_cship )60 ))) sleeps for how long the recorded animation is (unit_open lz_cship ) Opens the doors to lz_cship (sleep 60 ) Sleep 2 seconds (begin_random (begin (vehicle_unload lz_cship "cd-passengerl01" )(sleep 5 )) Random exit for the AI encounter to get out (begin (vehicle_unload lz_cship "cd-passengerl02" )(sleep 5 )) (begin (vehicle_unload lz_cship "cd-passengerl03" )(sleep 5 )) (begin (vehicle_unload lz_cship "cd-passengerl04" )(sleep 5 )) (begin (vehicle_unload lz_cship "cd-passengerr01" )(sleep 5 )) (begin (vehicle_unload lz_cship "cd-passengerr02" )(sleep 5 )) (begin (vehicle_unload lz_cship "cd-passengerr03" )(sleep 5 ))(begin (vehicle_unload lz_cship "cd-passengerr04" )(sleep 5 ))) (ai_braindead lz_search false ) lz_search is no longer braindead (can act against player) (sleep 120 ) Sleep for 4 seconds (vehicle_hover lz_cship false ) disables hovering for lz_cship (recording_play_and_delete lz_cship lz_cship_landing_exit ) Plays the recorded animation, and once finished deletes the c_dropship vehicle (sleep 30 ) Sleep for 1 second (unit_close lz_cship ) Close lz_cships doors (object_set_collideable lz_cship false ) Sets the lz_cship non-collidable (set play_music_a30_01 false ) No longer plays a30_01 (sleep_until (= (ai_living_count lz_search )0 )1 )(set mark_lz_dropship true )) Player has defeated lz_search
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