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Author Topic: Help with AIs! (2 messages, Page 1 of 1)
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Georgespartan01
Joined: Nov 1, 2010


Posted: Nov 14, 2010 08:06 PM    Msg. 1 of 2       
Hi, well i imported some kind of AIs well my map is divided in Survivers (Spartans) Zombies (Flood) My questions are:

¿How i can make the survivers evade the flood? Like hide in a house or a rock or tree
¿How i can make them follow me when they saw me?
¿I have to write a script or something else?

Thanks, and can you help me with script because i am too bad at C++.


Polamee
Joined: Feb 25, 2008

MP2SPMT's founder


Posted: Nov 18, 2010 08:25 AM    Msg. 2 of 2       
A couple of things:

- Halo Scripting isn't exactly C++
- Firstly, you'll need to change certain values in the actor and actor_variant file, such as the 'dive into cover' chance and whatnot. I'm away from home right now so I can't exactly access Guerilla to find out what these values are. After making sure they're set to go into cover whenever possible, you need to place firing positions strategically and program their squad behaviour accordingly.

- On your AI-following problem:
Quote: --- Original message by: Gamma927
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.


Edited by Polamee on Nov 18, 2010 at 08:39 AM

 

 
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