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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Ai moving

Author Topic: Ai moving (8 messages, Page 1 of 1)
Moderators: Dennis

Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Feb 6, 2011 02:31 AM    Msg. 1 of 8       
did you add the move places in the squads block?


ally
Joined: Jun 23, 2010

Aye Ready


Posted: Feb 6, 2011 02:32 AM    Msg. 2 of 8       
you need to add move positions in sapien


ally
Joined: Jun 23, 2010

Aye Ready


Posted: Feb 6, 2011 02:39 AM    Msg. 3 of 8       
no,move positions need to be added to make ai move.

Edited by ally on Feb 6, 2011 at 02:40 AM


ally
Joined: Jun 23, 2010

Aye Ready


Posted: Feb 6, 2011 02:46 AM    Msg. 4 of 8       
so you added move positions and re-compiled your map?


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Feb 6, 2011 02:46 AM    Msg. 5 of 8       
This happens to my elites. though i haven't found a way to FORCE them to move... only if they're engaged.


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Feb 6, 2011 11:39 AM    Msg. 6 of 8       
Use the squad's initial and return states. Set initial to moving randomly.


Xoronatus
Joined: Dec 6, 2010

Taking a break


Posted: Feb 6, 2011 08:41 PM    Msg. 7 of 8       
Also make sure you have firing positions. Without em, they won't move.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Feb 6, 2011 11:02 PM    Msg. 8 of 8       
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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