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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »command lists...ugh

Author Topic: command lists...ugh (2 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: Dec 18, 2010 11:17 PM    Msg. 1 of 2       
In the firefight map i'm making the ai's have a command list to go to all these points and run up this ramp to the players position. But the ai don't go to the points. They go round the ramp and blah blah blah. Is there some way to set the radius of when the ai is in the area of the point? Is this what the set radius command does??


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Dec 19, 2010 01:57 PM    Msg. 2 of 2       
...don't use command lists.

Quote: --- Original message by: Gamma927

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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