
Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Nov 23, 2012 03:02 PM
Msg. 1 of 16
I would like to replicate the Grav Lift thing in a50 where troops get dropped off to the surface. I would also like to know how to make dropships that can deploy infantry.
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Nov 23, 2012 03:58 PM
Msg. 2 of 16
Why not just look at A50's grav lift and any dropships tags if that's what you want to do? I'm all for helping others who can't figure out how something works, but it sounds like you haven't even tried. Edited by Masters1337 on Nov 23, 2012 at 03:59 PM
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MoooseGuy
Joined: Aug 10, 2008
I Approve This Message.
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Posted: Nov 23, 2012 04:08 PM
Msg. 3 of 16
Here's a little help.
Troops who were deployed in a50 from the grav lift used an animation for their descent. You can circumvent this by turning off AI fall damages and just dropping them from the top.
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Nov 23, 2012 07:18 PM
Msg. 4 of 16
Masterz,I'm not the one who actually wants to know. I'm asking for someone else.It would take a lot less time to ask someone than to study a scenario file for who knows how long
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Nov 24, 2012 08:21 AM
Msg. 5 of 16
Custom animation tutorial, can help you with your dropship dillema:
http://vimeo.com/35683007
The only thing you would have to do is spawn an encounter, place them in the dropship, then use the custom animation command, and then sleep until needed, and then make them exit.
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Nov 24, 2012 10:59 AM
Msg. 6 of 16
How do you make them exit? I don't any scripts that could do that and I have no idea how this works. (vehicle_unload <unit> <string>)
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HaloExtreme117
Joined: May 5, 2012
~Gone~
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Posted: Nov 24, 2012 11:09 AM
Msg. 7 of 16
Quote: --- Original message by: Dumb AI How do you make them exit? I don't any scripts that could do that and I have no idea how this works. (vehicle_unload <unit> <string>) <unit> is the vehicle's unit, <string> is the seat. Use "" to unload all seats.
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Nov 24, 2012 12:07 PM
Msg. 8 of 16
What about the magic load thing? (vehicle_load_magic <unit> <string> <object_list>)
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HaloExtreme117
Joined: May 5, 2012
~Gone~
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Posted: Nov 24, 2012 12:10 PM
Msg. 9 of 16
Quote: --- Original message by: Dumb AI What about the magic load thing? (vehicle_load_magic <unit> <string> <object_list>) <unit> is the vehicle, <string> is the seat (or ""), <object_list> is the units that get in the vehicle. The object list can be named units or an AI encounter.
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Nov 24, 2012 12:20 PM
Msg. 10 of 16
I've tried it before but Sapien keeps telling me that (name here) is not a valid object list.
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HaloExtreme117
Joined: May 5, 2012
~Gone~
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Posted: Nov 24, 2012 12:25 PM
Msg. 11 of 16
Quote: --- Original message by: Dumb AI I've tried it before but Sapien keeps telling me that (name here) is not a valid object list. Well, what were you giving it? An AI Encounter?
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Nov 24, 2012 01:07 PM
Msg. 12 of 16
Yes,I did.
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HaloExtreme117
Joined: May 5, 2012
~Gone~
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Posted: Nov 24, 2012 01:08 PM
Msg. 13 of 16
Try this. (ai_go_to_vehicle <ai> <unit> <string>) Where <ai> is the encounter, <unit> is the vehicle, and <string> is the seat (or "").
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Nov 24, 2012 04:49 PM
Msg. 14 of 16
Nope.I thought I only needed to specify the encounter and/or squad name.
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kirby_422
Joined: Jan 22, 2006
Apparently public enemy number 1?
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Posted: Nov 24, 2012 05:23 PM
Msg. 15 of 16
you need (ai_actors <ai>) to convert an encounter and/or squad into a object_list. Encounters themselves aren't object_lists.
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Nov 24, 2012 05:33 PM
Msg. 16 of 16
Sorry,ran out of pastry materials.No cookies for you,even if it works.
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