
Xoronatus
Joined: Dec 6, 2010
Taking a break
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Posted: Apr 22, 2011 10:03 PM
Msg. 1 of 12
So I want to use a boolean script. Like the one where it's like: if this happens-do this.
Could I make one like: if this AI is killed by the player, create this object.
Could anybody help me out on this one?
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Muscl3r
Joined: May 22, 2010
dont pray 4 easy lives...pray to be STRONGER MEN
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Posted: Apr 22, 2011 11:06 PM
Msg. 2 of 12
(if (= (ai_living_count firefight2) 0)) (object_create a_shrine_of_muscl3r) )
Try that
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Muscl3r
Joined: May 22, 2010
dont pray 4 easy lives...pray to be STRONGER MEN
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Posted: Apr 22, 2011 11:36 PM
Msg. 3 of 12
Quote: --- Original message by: Juiceb0xheroQuote: --- Original message by: Muscl3r (if (= (ai_living_count firefight2) 0)) (object_create a_tiny_life-sized_shrine_of_juiceb0xhero's_brain_and_a_massive_statue_of_Muscl3r_surrounded_by_gorgeous_women_and_lots_of_cash_and_expensive_cars_and_a_mansion_and_a_paparazzi) )
FTFY Edited by Juiceb0xhero on Apr 22, 2011 at 11:10 PM ftfy
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Xoronatus
Joined: Dec 6, 2010
Taking a break
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Posted: Apr 23, 2011 12:27 AM
Msg. 4 of 12
So you can't make it specifically, if the encounter is killed by the player?
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Muscl3r
Joined: May 22, 2010
dont pray 4 easy lives...pray to be STRONGER MEN
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Posted: Apr 23, 2011 04:03 PM
Msg. 5 of 12
I don't think so
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Xoronatus
Joined: Dec 6, 2010
Taking a break
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Posted: Apr 23, 2011 07:40 PM
Msg. 6 of 12
Quote: --- Original message by: Muscl3r I don't think so ] Oh ok. Can you make a timer, like if ai encounter 1 is killed, and then ai encounter 2 is killed under a certain amount of time, place an object
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Apr 25, 2011 07:49 PM
Msg. 7 of 12
Yes. (global boolean done false) (global short counterDowner 60)
(script continuous downerCounter (if (and (> (ai_living_count AIEnc) 0) (= done false) ) (begin (set counterDowner (- counterDowner 1)) (sleep 30) ) (begin (set done true) ) ) )
(script startup run (sleep_until (and (= (ai_living_count AIEnc2) 0) (= done true)) 15) (executeCommands) )
I have it initially set at 60 seconds. Change the counterDowner to the amount of seconds you want to wait.
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Xoronatus
Joined: Dec 6, 2010
Taking a break
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Posted: Apr 25, 2011 08:55 PM
Msg. 8 of 12
Quote: --- Original message by: Gamma927Yes. (global boolean done false) (global short counterDowner 60)
(script continuous downerCounter (if (and (> (ai_living_count AIEnc) 0) (= done false) ) (begin (set counterDowner (- counterDowner 1)) (sleep 30) ) (begin (set done true) ) ) )
(script startup run (sleep_until (and (= (ai_living_count AIEnc2) 0) (= done true)) 15) (executeCommands) )
I have it initially set at 60 seconds. Change the counterDowner to the amount of seconds you want to wait. Oh ok, but you couldn't make it specificallt if killed by the player, or specify another encounter that killed that encounter? Edited by Xoronatus on Apr 25, 2011 at 08:57 PM
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The Cereal Killer
Joined: Mar 18, 2011
Scripts, AI, cutscenes, ui_widgets, animation.
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Posted: Apr 25, 2011 09:03 PM
Msg. 9 of 12
No, unfortunately there isn't a way to specify who or what killed the ai.
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Xoronatus
Joined: Dec 6, 2010
Taking a break
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Posted: Apr 26, 2011 09:51 PM
Msg. 10 of 12
Quote: --- Original message by: The Cereal Killer No, unfortunately there isn't a way to specify who or what killed the ai. aw, oh well. thanks.
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Polamee
Joined: Feb 25, 2008
MP2SPMT's founder
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Posted: Apr 27, 2011 09:50 AM
Msg. 11 of 12
Logically, I'm very sure you can solve the problem by creating an absence of allies from the area where you're fighting with the encounter.
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Xoronatus
Joined: Dec 6, 2010
Taking a break
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Posted: Apr 27, 2011 09:46 PM
Msg. 12 of 12
Quote: --- Original message by: Polamee Logically, I'm very sure you can solve the problem by creating an absence of allies from the area where you're fighting with the encounter. Yeah, I figured I could just do that, but that makes the encounters work less smoothly generally. But I have put enough skillz into it, then it should be fine.
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