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Author Topic: Help with AI Encounter Placement Script (5 messages, Page 1 of 1)
Moderators: Dennis

Mysterion
Joined: Aug 9, 2008

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


Posted: May 8, 2010 03:02 PM    Msg. 1 of 5       
What is the script for placing AI encounters after all players have joined the game, including the server message stating "placing AI encounters".

This script was used in the mod entitled "Truth and Recon", and works well by not placing stray dummy bipeds all over the map.


malolo420
Joined: Aug 5, 2007

Drugs are Bad


Posted: May 8, 2010 11:22 PM    Msg. 2 of 5       
Well its your lucky day, I never come onto these forums but since modacity was down the other day and I need toolio I came here, and just now came to check on it.

Ok, theres more then just scripts too, for every single AI you need to spawn them outside of the map, and teleport them to where you want them to spawn with a command list.
And it requires deleting every object on the map in a script after the ai have spawned, then deleting the ai and recreating all the objects with scripts.
The dots I put in the script are from where I deleted a couple hundred object_create_anew's.
Oh yeah, you also have to make the bipeds not able to walk, or else it un-syncs.

Now if you don't understand this I'll send you an unprotected version of the map, if anyone wants it they can have it. It would be nice to see more maps like this. I swear a made a tutorial a couple years ago teaching people how to do this but I can't remember.

Quote:
(script startup firstai
(sleep_until (volume_test_objects aione (players))15)
(ai_set_respawn ai1 1)
(sleep 225)
(object_destroy_all)
(sv_say "The doors will dissappear, its just placing the AI")
(sleep 1)
(object_create_anew m1)
.
.
.
.
.
.

(object_create_anew block2)
(sleep 225)
(object_destroy block1)
(sv_say "Made By: Malolo420")
(ai_set_respawn ai1 0)
)

(script startup secondai
(sleep_until (volume_test_objects aitwo (players))15)
(sv_say "Placing ai, please wait")
(ai_set_respawn ai2 1)
(sleep 225)
(object_destroy_all)
(sleep 1)
(object_create_anew m1)
.
.
.
.
.
(object_create_anew block3)
(sleep 225)
(object_destroy block2)
(ai_set_respawn ai2 0)
)

(script startup thirdai
(sleep_until (volume_test_objects aithree (players))15)
(sv_say "Placing ai, please wait")
(ai_set_respawn ai3 1)
(sleep 225)
(object_destroy_all)
(sleep 1)
(object_create_anew m1)
.
.
.
.

(object_create_anew block4)
(sleep 225)
(object_destroy block3)
(ai_set_respawn ai3 0)
)

(script startup fourthai
(sleep_until (volume_test_objects aifour (players))15)
(sv_say "Placing ai, please wait")
(ai_set_respawn ai4 1)
(sleep 300)
(object_destroy_all)
(sleep 1)
(object_create_anew m1)
.
.
.
.
(object_create_anew s214)
(object_create_anew block4)
(sleep 300)
(object_destroy block4)
(ai_set_respawn ai4 0)
(sleep_until (= (ai_living_count ai4) 0) 15)
(sv_say "You completed the level")
)

Edited by malolo420 on May 8, 2010 at 11:22 PM


Mysterion
Joined: Aug 9, 2008

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


Posted: May 9, 2010 02:03 PM    Msg. 3 of 5       
So, is it at all possible to work this script into a map with AI that are set to respawn? Also, if keeping the AI's same map location on the server and client is not my concern, and only eliminating the dummy bipeds being left everywhere, will it work for AI that are set to move to different locations?


malolo420
Joined: Aug 5, 2007

Drugs are Bad


Posted: May 13, 2010 10:06 AM    Msg. 4 of 5       
No it is not possible, it will throw the AI out of sync, how ever. Once the AI are all killed off you can script the players back to the start and place them with the script again. But if you want them to respawn as your killing them while your still in the level I'm afraid your out of luck.

You can try to make the AI constantly re-spawning but I'm pretty sure it wont work, after a couple seconds pf thinking about it I thought It might actually be possible. But brain keeps changing its mind about it. I'm too tired to decide, and don't have enough time in the present and future of the next few days to try.


Mysterion
Joined: Aug 9, 2008

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


Posted: May 13, 2010 01:09 PM    Msg. 5 of 5       
Download my multiplayer battle map "Desert_Floodwar", and decompile it. I will pm you the script file. See if you can tweak it to make this map work without dummy bipeds being left all around the map.

 

 
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