
Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Jan 1, 2012 12:19 PM
Msg. 1 of 21
Hi there.I need some help with AI stuff and hunting down a certain tag. Well,the actor variants I'm using don't anything except stare at each other are stand.Is there a way to modify it so they will actively search for enemies?Because they just stand there and do nothing.
I'm trying to make a semi-complete Halo 3 tag collection. xP I just need the Plasma Rifle.
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ICE x Toxiic
Joined: Nov 26, 2011
The Emperor protects.
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Posted: Jan 1, 2012 05:42 PM
Msg. 2 of 21
Make sure you have direct X installed and when you spawn the AI make sure you edit their properties like their intial state and return state. for example you could put Move Randomly. Also make sure you put down there Move Positions to where they are going to move to. now that you have placed your AI down and they still don't move now you need to restart Sapien and they should start moving :D.
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Jan 1, 2012 06:18 PM
Msg. 3 of 21
Well,you see,they won't go any where in Sapien(even with command lists,states and move positions).
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ICE x Toxiic
Joined: Nov 26, 2011
The Emperor protects.
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Posted: Jan 1, 2012 06:30 PM
Msg. 4 of 21
Do you have Direct X installed and you restart Sapien?
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Jan 1, 2012 09:15 PM
Msg. 5 of 21
They moved around ingame but not in Sapien
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ICE x Toxiic
Joined: Nov 26, 2011
The Emperor protects.
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Posted: Jan 1, 2012 09:27 PM
Msg. 6 of 21
You have to make sure to restart Sapien when your creating the map, so the AI can (what I like to call) Refresh
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Muscl3r
Joined: May 22, 2010
dont pray 4 easy lives...pray to be STRONGER MEN
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Posted: Jan 1, 2012 09:35 PM
Msg. 7 of 21
You could use the ai_magically_see_encounter command in sapeien
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Jan 1, 2012 09:41 PM
Msg. 8 of 21
Quote: --- Original message by: Muscl3r You could use the ai_magically_see_encounter command in sapeien Can you script it in?
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Jan 2, 2012 11:23 AM
Msg. 9 of 21
Well,you can script but I can't so I'll just use that command instead.
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game user10
Joined: Dec 9, 2011
Who is the Overseer?
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Posted: Jan 3, 2012 04:37 AM
Msg. 10 of 21
Also, you should use ai_force_active, cause sapien says it forces an encounter to remain active (i.e. not freeze in place) even if there are no players nearby.
ai_force_active <encounter/squad> true
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TM_updates
Joined: Aug 31, 2011
Superior to you, Superior Musclez near Brussels
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Posted: Jan 3, 2012 07:10 AM
Msg. 11 of 21
Quote: --- Original message by: Dumb AI Well,you see,they won't go any where in Sapien(even with command lists,states and move positions). You need to place FIRING positions, not MOVE positions. Move positions are used for the intiial and final states if you set those to stuff such as "move randomly" etc. It basically makes them patrol. Firing positions are used when the AI goes into "combat mode". Depending on which initial state you choose, they'll act a bit differently. If you want your AI to immediately run towards their FIRING positions, choose the state that says somethhing like "guard along guard positions". Alert will just have the ai basically look around but not move, until an enemy has been detected.
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Jan 3, 2012 03:33 PM
Msg. 12 of 21
Quote: --- Original message by: Dumb AI Well,you can script but I can't so I'll just use that command instead. No I meant as in compiling the command in the level script. Rather than writing a command in sapien.
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Muscl3r
Joined: May 22, 2010
dont pray 4 easy lives...pray to be STRONGER MEN
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Posted: Jan 3, 2012 04:34 PM
Msg. 13 of 21
If you want the ai to always be able to see the other encounter, open notepad and type this in:
(script continuous sexybeast (ai_magically_see_encounter <ai> <ai that gets seen>) )
You can ofcourse add to this script so that the other encounter sees them back
Once your script is complete, save as scriptname.hsc Make sure it is an .hsc and not a .txt
Put the script in Halo Custom Edition/data/levels/LEVEL/scripts
The LEVEL folder must be the same as the folder your scenario is located in
Now, in sapien hit file < compile scripts
Fix any errors that come up and if there are no errors 'scripts successfully compiled' will come up
save, exit and compile
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ICE x Toxiic
Joined: Nov 26, 2011
The Emperor protects.
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Posted: Jan 3, 2012 06:01 PM
Msg. 14 of 21
@Muscl3r When I did that there was no Scripts folder for example I went into Sidewinder no Scripts folder should I create a new folder and call it "Scripts"
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Muscl3r
Joined: May 22, 2010
dont pray 4 easy lives...pray to be STRONGER MEN
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Posted: Jan 3, 2012 06:28 PM
Msg. 15 of 21
copy the sidewinder folder and put it into 'levels' instead of levels/test
So your scenario directory is now tags/levels/sidewinder
then put the script in data/levels/sidewinder/scripts
You must create the folders sidewinder and scripts
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ICE x Toxiic
Joined: Nov 26, 2011
The Emperor protects.
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Posted: Jan 3, 2012 06:34 PM
Msg. 16 of 21
OKDOKIE ill do that right now
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Jan 3, 2012 07:01 PM
Msg. 17 of 21
Quote: --- Original message by: Spartan314Quote: --- Original message by: Dumb AI Well,you can script but I can't so I'll just use that command instead. No I meant as in compiling the command in the level script. Rather than writing a command in sapien. Well,I can't scrip, at all.
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Jan 3, 2012 07:06 PM
Msg. 18 of 21
Quote: --- Original message by: Dumb AIQuote: --- Original message by: Spartan314Quote: --- Original message by: Dumb AI Well,you can script but I can't so I'll just use that command instead. No I meant as in compiling the command in the level script. Rather than writing a command in sapien. Well,I can't scrip, at all. *facepalm* I don't mean script as in you as an individual. I meant script as in is it possible.
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TM_updates
Joined: Aug 31, 2011
Superior to you, Superior Musclez near Brussels
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Posted: Jan 4, 2012 03:03 AM
Msg. 19 of 21
Just ignore the other's confusing messages and add FIRING positions and set state to guarding at guard positions. Your AI WILL move.
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ally
Joined: Jun 23, 2010
Aye Ready
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Posted: Jan 4, 2012 03:50 AM
Msg. 20 of 21
as mentioned add firing positions and move positions. when you place firing positions this will make the ai fire when they are in this area. move positions are for where you want your ai to move to. move positions get set as start from 1 move to 2 etc. when i was messing with ai i used this video. http://www.youtube.com/watch?v=6JfVTerW0tQEdited by ally on Jan 4, 2012 at 03:50 AM
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game user10
Joined: Dec 9, 2011
Who is the Overseer?
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Posted: Jan 4, 2012 05:15 AM
Msg. 21 of 21
Move positions are points your AI move to when they have nothing to do (like in noncombat mode). Firing positions are like move positions except for combat mode. Your AI can shoot anywhere on the map, but they will be moving towards the firing positions.
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