
Mysterion
Joined: Aug 9, 2008
Nice shot, but too bad your @$$ just got SACKED!!!
|
Posted: Feb 20, 2010 05:33 PM
Msg. 1 of 7
When using this script command, how do you keep the AI from immediately respawning and jumping right back into the vehicle after dying?
|
|
|

117
Joined: Apr 17, 2009
|
Posted: Feb 20, 2010 06:31 PM
Msg. 2 of 7
Well, you could delay their respawn time in the encounter settings for one. Or make them not respawn at all. Obviously, make them in a seperate encounter.
|
|
|

Mysterion
Joined: Aug 9, 2008
Nice shot, but too bad your @$$ just got SACKED!!!
|
Posted: Feb 20, 2010 07:03 PM
Msg. 3 of 7
Changing the respawn setting in the encounter doesn't work, and they are all separate encounters. I believe it will take a script.
|
|
|

117
Joined: Apr 17, 2009
|
Posted: Feb 20, 2010 07:33 PM
Msg. 4 of 7
Could try adding in something to tell the thing to wait before it retries, I suppose. (In the script.)
|
|
|

Mysterion
Joined: Aug 9, 2008
Nice shot, but too bad your @$$ just got SACKED!!!
|
Posted: Feb 20, 2010 09:04 PM
Msg. 5 of 7
Thats what I am trying to figure out...
|
|
|

sargejohnson
Joined: Apr 20, 2009
Shall we play a game?
|
Posted: Feb 20, 2010 11:26 PM
Msg. 6 of 7
(script continuous respawn (if (= (ai_living_count blue_team) 0) (begin (sleep 60) (ai_place blue_team) ) ) (if (= (ai_living_count red_team) 0) (begin (sleep 60) (ai_place red_team) ) ) )
an old script i had. i also set the encounters to not respawn automatically, so that they will follow the respawn settings in the script instead of in sapien's encounter settings (they wouldn't appear in sapien, but they will appear in halo). all that is required to be done is to put vehicle_load_magic after the ai_place command. hope this helps. Edited by sargejohnson on Feb 20, 2010 at 11:28 PM
|
|
|

Mysterion
Joined: Aug 9, 2008
Nice shot, but too bad your @$$ just got SACKED!!!
|
Posted: Feb 21, 2010 10:33 AM
Msg. 7 of 7
Awesome...Thanks!
|
|
|