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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Disobedient little f-

Author Topic: Disobedient little f- (8 messages, Page 1 of 1)
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Muscl3r
Joined: May 22, 2010

dont pray 4 easy lives...pray to be STRONGER MEN


Posted: Nov 16, 2010 03:04 AM    Msg. 1 of 8       
Why is it that when you have covenant allies and you script them to follow you, they never do?


Head Noob
Joined: Oct 3, 2010

This difficulty is for noobs! Mythic is for pros


Posted: Nov 16, 2010 03:47 AM    Msg. 2 of 8       
how do u even script them to do that. Try adding firing positions where they have to follow u. That works for me without the script.


Muscl3r
Joined: May 22, 2010

dont pray 4 easy lives...pray to be STRONGER MEN


Posted: Nov 16, 2010 05:07 AM    Msg. 3 of 8       
i have. Thats the first thing you ever do when u add an ecnounter to the scenario.

The command is this:

(ai_follow_target_players middle_elite)

where middle elites is your ai encounter


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Nov 16, 2010 05:16 AM    Msg. 4 of 8       
Hmmm... the command is right.
Make sure that firing positions blanket the map, and that the ai is not currently assigned to a command list, or has initiative enabled.


Muscl3r
Joined: May 22, 2010

dont pray 4 easy lives...pray to be STRONGER MEN


Posted: Nov 16, 2010 05:24 AM    Msg. 5 of 8       
okay so just untick allow initiative?


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Nov 16, 2010 05:36 AM    Msg. 6 of 8       
Nononono. Initiative is essential to them being able to fight.
Just make sure that there are firing positions, the ai are set to guarding at guard position, and then they can follow the player


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Nov 16, 2010 05:12 PM    Msg. 7 of 8       
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.


Muscl3r
Joined: May 22, 2010

dont pray 4 easy lives...pray to be STRONGER MEN


Posted: Nov 17, 2010 02:39 AM    Msg. 8 of 8       
Thanks

 

 
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