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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »navpoint/waypoint on ai

Author Topic: navpoint/waypoint on ai (4 messages, Page 1 of 1)
Moderators: Dennis

jackotheblah
Joined: Jan 5, 2011

uthink ur lag is bad,takes jesus 3 days to respawn


Posted: Mar 13, 2011 06:16 PM    Msg. 1 of 4       
can anybody tell me the script command to get a navpoint on an ai encounter


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Mar 13, 2011 09:25 PM    Msg. 2 of 4       
(activate_team_nav_point_object default player (list_get (ai_actors [ai]) 0) 0.6)

If you want it for every member of the AI encounter, use an iterator.

(global short aicount 0)

(script continuous iterate
(if
(< (- aicount 1) (ai_living_count [AI]))
(begin
(set aicount (+ aicount 1))
)
(= (- aicount 1) (ai_living_count [AI]))
(begin
(sleep -1)
)
)
)

(script continuous setnav
(activate_team_nav_point_object default player (list_get (ai_actors [AI]) aicount) 0.6)
)

I haven't done stuff in CE for a while, so no guarantees that this'll work.


BaDLucK
Joined: Oct 22, 2010


Posted: Mar 13, 2011 10:25 PM    Msg. 3 of 4       
on the single player level "The Truth and Reconciliation" if you don't kill the ai fast enough it will put a nav point on an ai trying to get to the gun turret. so if that script above doesn't work you could find it in single player.


jackotheblah
Joined: Jan 5, 2011

uthink ur lag is bad,takes jesus 3 days to respawn


Posted: Mar 15, 2011 02:16 AM    Msg. 4 of 4       
@ gamma
thanks for that dont know if it works ingame yet but it compiled so, so far so good

 

 
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