
sOMeonEUNo
Joined: Nov 20, 2010
Willing to help with what I know but still a Newb!
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Posted: Nov 20, 2010 12:38 AM
Msg. 1 of 13
Hello, I am having trouble when trying to get my ai's to keep following the commands I give Them. I create a command list which goea something like: Set Radius: 3.00, Go to Point 1 look at Point 2, Go to point 2 look at point 3, etc..., go to point 4 keep moving. They seem to stop moving at some point during the command list and never complete it. any help on how to fix this would be great. Thanks! ~sOMeonEUNo
EDIT: This problem is solved but I am having another problem please look at the bottom of the page and see my newest post.
EDIT: All problems solved! Thanks guys, especially gamma! Edited by sOMeonEUNo on Nov 22, 2010 at 07:05 PM
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Muscl3r
Joined: May 22, 2010
dont pray 4 easy lives...pray to be STRONGER MEN
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Posted: Nov 20, 2010 12:50 AM
Msg. 2 of 13
Do they get distracted by something else perhaps?
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Head Noob
Joined: Oct 3, 2010
This difficulty is for noobs! Mythic is for pros
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Posted: Nov 20, 2010 01:27 AM
Msg. 3 of 13
If in a cutscene u can make them braindead etc so they don't get distracted. Also in your script use (ai_command_list )
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Muscl3r
Joined: May 22, 2010
dont pray 4 easy lives...pray to be STRONGER MEN
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Posted: Nov 20, 2010 01:49 AM
Msg. 4 of 13
(ai_command_list) and what after that?
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Head Noob
Joined: Oct 3, 2010
This difficulty is for noobs! Mythic is for pros
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Posted: Nov 20, 2010 01:54 AM
Msg. 5 of 13
I hate it when the fourm gets rid of stuff i wrote. I wrote this (ai_command_list <encounter> <command_list_name) and i came up something differet. Edited by Head Noob on Nov 20, 2010 at 01:54 AM
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sOMeonEUNo
Joined: Nov 20, 2010
Willing to help with what I know but still a Newb!
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Posted: Nov 20, 2010 02:08 AM
Msg. 6 of 13
Nope it's not in a movie clipI'm just trying to get them to run back and forth across the battlefield fighting other ai's... I am not very good at scripting what is the excact script I would have to write for An ai encounter called Red1 to follow a script called Red1? Thanks for the help! Edited by sOMeonEUNo on Nov 20, 2010 at 02:09 AM
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Muscl3r
Joined: May 22, 2010
dont pray 4 easy lives...pray to be STRONGER MEN
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Posted: Nov 20, 2010 02:25 AM
Msg. 7 of 13
U would refer to them in a script
(script continuous red1 (ai_command_list red1 command1)
something like that. Its prbly wrong tho
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MoooseGuy
Joined: Aug 10, 2008
I Approve This Message.
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Posted: Nov 20, 2010 03:02 AM
Msg. 8 of 13
Uncheck "initiative enabled" in the command list. Then have a command to enable initiative again once it's done.
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sOMeonEUNo
Joined: Nov 20, 2010
Willing to help with what I know but still a Newb!
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Posted: Nov 21, 2010 12:13 AM
Msg. 9 of 13
Thanks for the help guys but none of the suggestions have fixed the problem if you need an example of type I'm doing there is a map called grunt_attack in which the grunts run back and forth perfectly... I am basically doing the same thing except for with spartan ai's I made... Any help based off of that?
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Nov 21, 2010 12:36 AM
Msg. 10 of 13
As I keep saying, it's not a good idea to use command lists for AI maps. Quote: --- Original message by: Gamma927For 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. If you listen / become enlightened, I will be proud, but of course, no one listens :3
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sOMeonEUNo
Joined: Nov 20, 2010
Willing to help with what I know but still a Newb!
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Posted: Nov 21, 2010 01:41 AM
Msg. 11 of 13
Thanks Gamma! this fixed my problem completely, and made the map even better than I expected it to be! The only problem is they can't seem to see each other right off the start, I have to get the enemy ai's to chase me to where my teammate ai's are before they will even start to fight, if I increase the actor varients vision distance will this solve the problem?
NOTE: I am using bloodgulch as the map and the ai's spawn at the red base and the enemy ai's spawn at blue base. Edited by sOMeonEUNo on Nov 21, 2010 at 12:19 PM
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Nov 21, 2010 12:49 PM
Msg. 12 of 13
The script should make them automatically see each other. Did you encounter any problems when compiling the script?
Also, +1 respect for attempting :]
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sOMeonEUNo
Joined: Nov 20, 2010
Willing to help with what I know but still a Newb!
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Posted: Nov 21, 2010 10:08 PM
Msg. 13 of 13
Nope I didn't seem to get any problems it said scripts compiled successfully... but they just seem to stand in one spot sort of twitching (It's weird) until an enemy comes within a certain distance. i will see if I can fix the problem but any help would be great. p.s. thanks for respect :P
edit: I figured out it has something to do with firing positions, they run to a near firing position rather than at the enemy. Is there a way I could sort of prioritize the firing position they go to?
edit: I just moved the firing positions farther away from the spawn points and... Voila! problem solved. Thanks Gamma! Edited by sOMeonEUNo on Nov 22, 2010 at 07:06 PM
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