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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »How do i make an AI constantly run forward?

Author Topic: How do i make an AI constantly run forward? (9 messages, Page 1 of 1)
Moderators: Dennis

grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Oct 3, 2012 10:47 PM    Msg. 1 of 9       
So basically all i want this AI to do is run strait forward until it comes in contact with something. So, say, it's running forward, it connects with scenery\vehicle and stops. I want it to run forward no matter what position it is, no move positions. Lol. Anyway, hope someone knows how to do this. And hope to hear back soon. Thanks in advance for any help you can offer :)


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Oct 3, 2012 10:58 PM    Msg. 2 of 9       
command lists probably.


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: Oct 4, 2012 11:56 AM    Msg. 3 of 9       
command lists. there is an option to move towards something with pathfinding (so, care about the rocks and vehicles), and there is an option to ignore pathfinding (just head in a direction, run into walls, vehicles, etc)
'go to' and 'move in direction'


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Oct 5, 2012 10:45 AM    Msg. 4 of 9       
This is for hologram. So say i make a script like this.

(script continuous hologram
(sleep_until (unit_get_current_flashlight_state (unit (list_get (players) 0))) 1)
(unit_set_desired_flashlight_state (unit (list_get (players) 0)) 0)
(object_create_anew holobot)
(ai_attach holobot hologram)
(objects_attach (unit (list_get (players) 0)) "body" holobot "body")
(objects_detach (unit (list_get (players) 0)) holobot)
(sleep 450)
(object_destroy holobot)
)

Now using a custom biped set to pass through others, and do an effect when killed that looks like an energy discharge, and giving the biped active camouflage and a constant damage effect so it's somewhat see through, I've made a biped that looks like a hologram. All i need is for it to run forward no matter what, not running toward an actual set point, but instead just constantly running. Lol.


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: Oct 5, 2012 12:16 PM    Msg. 5 of 9       
'move in direction'; the point that you head towards is optional, you can instead just use distance and the angle modifier.


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Oct 5, 2012 02:53 PM    Msg. 6 of 9       
Excellent. Now that i have that and I've set the AI to blind and deaf it works perfectly, but attaching the AI to a biped didn't work so i had to just use the squad. Now all i need to figure out is how to reference that squad with a script. And also how to set it so that the AI doesn't spawn automatically. Then use the (ai_place) command to create it.


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: Oct 5, 2012 03:11 PM    Msg. 7 of 9       
'not placed automatically' for the encounter.

(unit (list_get (ai_actors <ai>) 0)) ;;First AI.


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Oct 5, 2012 03:18 PM    Msg. 8 of 9       
Yeah, i figured out the AI not existing until told to. but thank you very much for everything else :)


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Oct 5, 2012 03:54 PM    Msg. 9 of 9       
inb4hologram.

 

 
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