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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »How do i make AI follow my biped around?

Author Topic: How do i make AI follow my biped around? (8 messages, Page 1 of 1)
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abkarch
Joined: Mar 20, 2010

This account is old. Sorry for inappropriate posts


Posted: Nov 5, 2010 09:30 PM    Msg. 1 of 8       
like in campaign? (im using Gnade's improved AI)


MatthewDratt
Joined: Sep 11, 2010

TAKEDOWN IS OUT MattDratt.com


Posted: Nov 5, 2010 09:31 PM    Msg. 2 of 8       


abkarch
Joined: Mar 20, 2010

This account is old. Sorry for inappropriate posts


Posted: Nov 5, 2010 09:35 PM    Msg. 3 of 8       
thanks

EDIT: anyone got a translation for someone who doesn't have that much experience in this?
Like how to set up the stuff is says to in that tut
Edited by abkarch on Nov 5, 2010 at 09:37 PM


Skyancez3o4
Joined: Apr 6, 2010

I miss CE


Posted: Nov 5, 2010 09:43 PM    Msg. 4 of 8       
Quote: --- Original message by: abkarch

thanks

EDIT: anyone got a translation for someone who doesn't have that much experience in this?
Like how to set up the stuff is says to in that tut
Edited by abkarch on Nov 5, 2010 at 09:37 PM

What do you mean by translation? If you mean to translate into a different language like Spanish, someone's working on it.


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Nov 5, 2010 09:58 PM    Msg. 5 of 8       
wow, yeah skylance, he wants it in spanish.....

ok really, he just means can anyone explain it in language newbies can understand?


abkarch
Joined: Mar 20, 2010

This account is old. Sorry for inappropriate posts


Posted: Nov 6, 2010 08:53 AM    Msg. 6 of 8       
Thank you Moose.
Skylance, that made me lol :)


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Nov 6, 2010 05:01 PM    Msg. 7 of 8       
It's not something newbies usually try out, mainly because of the large potential for error. However, I will translate (cuz I'm nice like that)

1) Create an AI encounter, and set up firing positions in groups (how?)
a) Before I proceed, I'll explain what I mean by "groups". Each group is an area where the AI would fight in given the player's proximity. For instance, if you have a series of rooms, and you make each room have a separate group of firing positions, the AI would fight in each room. Let's say the player's in room 1. Thus, the AI would only use the firing positions within room 1. When the player moves to room 2, the AI will use the firing positions in room 2. If you don't understand this, that's not too much of a problem. Just put firing positions down in groups. How?
b) To put firing positions down in groups, in the properties pane, there will be a dropdown box to specify a certain letter. Each letter represents a certain group. If you place half the firing positions down with A (red), and half with B (blue), then they'll choose between groups whenever convenient. Remember to keep the A firing positions grouped together, and the B firing positions in a separate group.

2) Create one squad (only one). Specify the actor variant, the difficulty, etc. Check automatic migration.
3) Create a new squad. For this squad, do NOT specify the actor variant or difficulty. Instead, the only things you do are to check automatic migration and follow the directions below.
4) In the attacking, defending boxes, put in the letter of a firing position group (for example, A for firing position group A)
5) Repeat for all firing position groups.
6) Use the ai_follow_target_players command in a script.

That should be it.


abkarch
Joined: Mar 20, 2010

This account is old. Sorry for inappropriate posts


Posted: Nov 6, 2010 07:04 PM    Msg. 8 of 8       
Thanks abunch gamma. ill try later.

 

 
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