
Mysterion
Joined: Aug 9, 2008
Nice shot, but too bad your @$$ just got SACKED!!!
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Posted: Apr 8, 2010 12:47 PM
Msg. 1 of 7
In a map that I’ve been working on, I have scripted my Marines to exit a Pelican and other vehicles, and then migrate to another encounter that I has been set up in a central battlefield that’s called “mfrontline”. This encounter is more or less blank with no spawning actors, and freshly deployed Marines will just run to the encounter’s firing positions, and everything works perfectly. I have also done the same for Elites that deploy from Phantoms in similar fashion, and they will migrate to a blank encounter called “efronline”.
What I would like to do is set up a second set of blank encounters near each enemy’s base, and call them “mbaseassault” or “ebaseassault”, and when Marines or Elite are deployed closer to this encounter they will choose to migrate to it rather than the encounter located near the central base. Currently, if you deploy near the enemy base, the actors just start running back to the central battlefield encounter.
Is there anything special that I need to do in order to have them select the closer encounter for migration?
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Mysterion
Joined: Aug 9, 2008
Nice shot, but too bad your @$$ just got SACKED!!!
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Posted: Apr 8, 2010 11:48 PM
Msg. 2 of 7
No, just scripting that when unloading from a vehicle to migrate to the blank encounter.
Now I have experimented by placing firing points for this same blank encounter, a couple of km from the other set of firing points, and the elite will migrate to those points and don't run back to the other set, however, the marines are more inclined to not stand and fight.
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Co1t3r
Joined: Dec 13, 2008
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Posted: Apr 9, 2010 05:42 PM
Msg. 3 of 7
(ai_migrate ai ai) I think the first is the the encounter you want to migrate, and the second is the one you want them to migrate to. Add this where needed into your scripts. Edited by colter13 on Apr 9, 2010 at 05:43 PM
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Mysterion
Joined: Aug 9, 2008
Nice shot, but too bad your @$$ just got SACKED!!!
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Posted: Apr 9, 2010 08:57 PM
Msg. 4 of 7
I have scripted this after unloading the pelican or phantom. What I am trying to do is find a way for the encounter to migrate to one of two encounters, whichever is closest.
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shadowce9
Joined: Mar 13, 2010
Learning Halo CE Scripting.
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Posted: Apr 9, 2010 09:41 PM
Msg. 5 of 7
Sorry for popping out of no where and something unrelated to this thread, but I just happened to see that L0d3x posted right after I finished playing b40_firefight. L0d3x, can you please provide a full list of the steps you took to animate your phantoms and pelican in b40_firefight? I can never get mine to work since they just teleport into the middle of the map and just sit there. http://www.xfire.com/video/274d40/ Even with .jmw animation format. Thanks in advance.
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Mysterion
Joined: Aug 9, 2008
Nice shot, but too bad your @$$ just got SACKED!!!
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Posted: Apr 9, 2010 10:39 PM
Msg. 6 of 7
My script is as follows: (script continuous empty_marinepelican1 (begin (if (and (= (unit_get_current_flashlight_state mp1) true) (= (vehicle_test_seat mp1 P-pilot (unit (list_get (players) 0))) true) ) (begin (vehicle_unload mp1 P-riderLF) (vehicle_unload mp1 P-riderRF) (vehicle_unload mp1 pelican-gunner) (unit_enter_vehicle (unit (list_get (players) 0)) mp1 P-pilot) (unit_set_desired_flashlight_state mp1 false) (ai_migrate marineassault mfrontline) (ai_migrate marineassault1 mfrontline) ) ) ) ) It is similar for other vehicles. What I want is a way for the deployed marines to migrate to other encounters, nearest to where they are deployed from the pelican and not just the single "mfrontline" encounter I have set up. I realize this may involve removing/revising the current migration script, and adding another. Edited by Mysterion on Apr 9, 2010 at 10:40 PM
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Co1t3r
Joined: Dec 13, 2008
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Posted: Apr 9, 2010 10:46 PM
Msg. 7 of 7
Check "automatic migration" for all encounters you want the marines to use.
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