
Smok Niszczyciel
Joined: Aug 12, 2010
Where the laws of physics don't exist...
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Posted: Nov 6, 2010 12:59 PM
Msg. 1 of 12
I am back to modding and I'm starting work on my new and bigger than last (WarZoneGulch) project - WarIsland
There are two problems: 1. I don't know how to add tracing to missiles in Halo CE (I can do it with Halo Mapping Tools for trial and PC, but it doesn't work on CE maps)
2. I'm going to make "auto turrents" - AI defense systems - turrents with no operator, they will shoot enemy automaticly. I guess it goes to character, not vehicles. All help about this is welcomed
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milkkookie
Joined: Aug 10, 2010
:)
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Posted: Nov 6, 2010 01:56 PM
Msg. 2 of 12
i think in guerrilla you have to check guieded along velocity , but it dosent work for me (maybe because its wrong) so just download map version converter from here and use hmt for pc once the map is converted
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Smok Niszczyciel
Joined: Aug 12, 2010
Where the laws of physics don't exist...
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Posted: Nov 6, 2010 02:42 PM
Msg. 3 of 12
I don't know how to.. Guirella must work but I don't know how to do this
@@ What t he ****?
I can not set AI to follow a path and if enemy is seen then stop walking and attack enemy -_-
How do I do this lolol wtf Edited by Smok Niszczyciel on Nov 6, 2010 at 03:47 PM
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AGLion
Joined: Jun 29, 2010
- Animator... suck it -
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Posted: Nov 6, 2010 04:36 PM
Msg. 4 of 12
For the second option, you could make the entire turret a vehicle and have an invisible biped shoot from it. It's a very simple solution, and it should work very efficiently.
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Smok Niszczyciel
Joined: Aug 12, 2010
Where the laws of physics don't exist...
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Posted: Nov 7, 2010 10:44 AM
Msg. 5 of 12
But walking by path is broken... How do I set it so AI will walk by path and if enemy is seen then attack? If i enable initiative then they wont even walk by path.
there is also spawn problem, sometimes there spawn 3x more AI than I want -_-
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ODST72
Joined: Jul 19, 2010
Where's the rest of your platoon?
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Posted: Nov 7, 2010 11:37 AM
Msg. 6 of 12
ues the homing rocket from extinction for projectile and for turret make a ai variant
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Nov 7, 2010 12:02 PM
Msg. 7 of 12
For AI walking on a set path: -DON'T USE COMMAND LISTS -DON'T USE MOVE POSITIONS These are the generic crappy methods that people've used over the past few years. Here's what you DO use: Place firing positions in the general area you wish the AI to go to. Add some firing positions around the path to that area. In each AI squad, set the initial and return states to "guarding at guard position" Create a script, for which every AI encounter can magically see the enemy that it's trying to attack. For instance, if the two AI encounters you want to fight together are redteam and blueteam, you'd use this script: (script continuous visionscript (ai_magically_see_encounter redteam blueteam) (ai_magically_see_encounter blueteam redteam) )
If you don't know how to create a script, just copy what I typed into a new Notepad file. Replace redteam and blueteam with the names of the AI encounters you want to fight. Then, click File > Save As (in notepad), and set the dropdown box to "All files". Save the file as script.hsc. Then, move the script.hsc file into the reciprocal of the tags folder, in the data folder. For example, if your scenario is located inside tags\levels\test\death_island\warisland.scenario, then put your script.hsc file inside: data\levels\test\death_island\scripts\script.hsc. The scripts folder will not initially be there; you must create it yourself. Once in, in Sapien, go to File > Compile scripts (or something like that). Alternatively, you can use the keyboard shortcut ctrl + shift + c. Sapien should then display scripts compiled successfully. Save the scenario, and compile it in tool.
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Smok Niszczyciel
Joined: Aug 12, 2010
Where the laws of physics don't exist...
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Posted: Nov 7, 2010 12:25 PM
Msg. 8 of 12
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Nov 7, 2010 12:26 PM
Msg. 9 of 12
No, it's a lot of explanation. In essence, it's quicker than doing command lists and god knows what other crappy methods people use.
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Smok Niszczyciel
Joined: Aug 12, 2010
Where the laws of physics don't exist...
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Posted: Nov 7, 2010 12:35 PM
Msg. 10 of 12
Ok but I never knew what "guarding" or "guarding at bla bla" means... If I set them to "guarding at guard position" then they will go to first firing positions or wtf? Explain this method PLEASE
And [color=red]how to make AI drive vehicles by path?:D[/color]
I also would like to set some AI squads to follow player, "automatic migration" will merge them also to other squads that spawn nearby and go to attack some AI -_- Edited by Smok Niszczyciel on Nov 7, 2010 at 12:39 PM
@edit Oh wait, i think I know how your method works.. the AI will see every AI from encounters I put to script and then the attacking(walking) AI will try to attack these AI from firing positions? This is broken..
I have forgot how to set platoons so if there is not enough AI in platoon then the squads will not go attack, they will wait until enough AI spawn... Edited by Smok Niszczyciel on Nov 7, 2010 at 12:44 PM
@edit your method doesn't work -_- Edited by Smok Niszczyciel on Nov 7, 2010 at 01:08 PM
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Nov 8, 2010 06:22 PM
Msg. 11 of 12
http://www.youtube.com/watch?v=aDjhf2pWtMcWatch then tell me it doesn't work. a) Platoons aren't required. b) AI following doesn't work well with a MP map mod c) The method isn't broken. It works perfectly well. Here's the method from an AI's viewpoint: I have an area to guard (and I must guard it while I'm at guard position). The area I have to guard is the firing position area. If I see anyone while I'm in this area, I will automatically attempt to engage. Since I can magically see the enemies (from the script), I will automatically go out and pursue. Works like a charm. Also, aren't you that guy who posted on my really old bloodgulch mod that I made two years ago, and you called it a "clone" of your own map?
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Smok Niszczyciel
Joined: Aug 12, 2010
Where the laws of physics don't exist...
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Posted: Nov 9, 2010 01:26 AM
Msg. 12 of 12
Nope
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