
jackrabbit
Joined: Apr 27, 2005
Fight Against the Machine of Deth!
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Posted: Mar 22, 2013 11:35 PM
Msg. 2 of 2
who is the unintelligent ally?
I haven't messed with ai in a wile but im pretty sure you can incresse his difficulty.
(ai_free <ai>) removes a group of actors from their encounter and sets them free (ai_free_units <object_list>) removes a set of units from their encounter (if any) and sets them free (ai_attach <unit> <ai>) attaches the specified unit to the specified encounter. (ai_attach_free <unit> <actor_variant>) attaches a unit to a newly created free actor of the specified type (ai_detach <unit>) detaches the specified unit from all AI. (ai_place <ai>) places the specified encounter on the map. (ai_kill <ai>) instantly kills the specified encounter and/or squad. (ai_kill_silent <ai>) instantly and silently (no animation or sound played) kills the specified encounter and/or squad. (ai_erase <ai>) erases the specified encounter and/or squad. (ai_erase_all) erases all AI. (ai_select <ai>) selects the specified encounter. (ai_deselect) clears the selected encounter. (ai_spawn_actor <ai>) spawns a single actor in the specified encounter and/or squad. (ai_set_respawn <ai> <boolean>) enables or disables respawning in the specified encounter. (ai_set_deaf <ai> <boolean>) enables or disables hearing for actors in the specified encounter. (ai_set_blind <ai> <boolean>) enables or disables sight for actors in the specified encounter. (ai_magically_see_encounter <ai> <ai>) makes one encounter magically aware of another. (ai_magically_see_players <ai>) makes an encounter magically aware of nearby players. (ai_magically_see_unit <ai> <unit>) makes an encounter magically aware of the specified unit. (ai_timer_start <ai>) makes a squad's delay timer start counting. (ai_timer_expire <ai>) makes a squad's delay timer expire and releases them to enter combat. (ai_attack <ai>) makes the specified platoon(s) go into the attacking state. (ai_defend <ai>) makes the specified platoon(s) go into the defending state. (ai_retreat <ai>) makes all squads in the specified platoon(s) maneuver to their designated maneuver squads. (ai_maneuver <ai>) makes all squads in the specified platoon(s) maneuver to their designated maneuver squads. (ai_maneuver_enable <ai> <boolean>) enables or disables the maneuver/retreat rule for an encounter or platoon. the rule will still trigger, but none of the actors will be given the order to change squads. (ai_migrate <ai> <ai>) makes all or part of an encounter move to another encounter. (ai_migrate_and_speak <ai> <ai> <string>) makes all or part of an encounter move to another encounter, and say their 'advance' or 'retreat' speech lines. (ai_migrate_by_unit <object_list> <ai>) makes a named vehicle or group of units move to another encounter. (ai_allegiance <team> <team>) creates an allegiance between two teams. (ai_allegiance_remove <team> <team>) destroys an allegiance between two teams. (ai_living_count <ai>) return the number of living actors in the specified encounter and/or squad. (ai_living_fraction <ai>) return the fraction [0-1] of living actors in the specified encounter and/or squad. (ai_strength <ai>) return the current strength (average body vitality from 0-1) of the specified encounter and/or squad. (ai_swarm_count <ai>) return the number of swarm actors in the specified encounter and/or squad. (ai_nonswarm_count <ai>) return the number of non-swarm actors in the specified encounter and/or squad. (ai_actors <ai>) converts an ai reference to an object list. (ai_go_to_vehicle <ai> <unit> <string>) tells a group of actors to get into a vehicle, in the substring-specified seats (e.g. passenger for pelican)... does not interrupt any actors who are already going to vehicles (ai_go_to_vehicle_override <ai> <unit> <string>) tells a group of actors to get into a vehicle, in the substring-specified seats (e.g. passenger for pelican)... NB: any actors who are already going to vehicles will stop and go to this one instead! (ai_going_to_vehicle <unit>) return the number of actors that are still trying to get into the specified vehicle (ai_exit_vehicle <ai>) tells a group of actors to get out of any vehicles that they are in (ai_braindead <ai> <boolean>) makes a group of actors braindead, or restores them to life (in their initial state) (ai_braindead_by_unit <object_list> <boolean>) makes a list of objects braindead, or restores them to life. if you pass in a vehicle index, it makes all actors in that vehicle braindead (including any built-in guns) (ai_disregard <object_list> <boolean>) if TRUE, forces all actors to completely disregard the specified units, otherwise lets them acknowledge the units again (ai_prefer_target <object_list> <boolean>) if TRUE, *ALL* enemies will prefer to attack the specified units. if FALSE, removes the preference. (ai_teleport_to_starting_location <ai>) teleports a group of actors to the starting locations of their current squad(s) (ai_teleport_to_starting_location_if_unsupported <ai>) teleports a group of actors to the starting locations of their current squad(s), only if they are not supported by solid ground (i.e. if they are falling after switching BSPs) (ai_renew <ai>) refreshes the health and grenade count of a group of actors, so they are as good as new (ai_try_to_fight_nothing <ai>) removes the preferential target setting from a group of actors (ai_try_to_fight <ai> <ai>) causes a group of actors to preferentially target another group of actors (ai_try_to_fight_player <ai>) causes a group of actors to preferentially target the player (ai_command_list <ai> <ai_command_list>) tells a group of actors to begin executing the specified command list (ai_command_list_by_unit <unit> <ai_command_list>) tells a named unit to begin executing the specified command list (ai_command_list_advance <ai>) tells a group of actors that are running a command list that they may advance further along the list (if they are waiting for a stimulus) (ai_command_list_advance_by_unit <unit>) just like ai_command_list_advance but operates upon a unit instead (ai_command_list_status <object_list>) gets the status of a number of units running command lists: 0 = none, 1 = finished command list, 2 = waiting for stimulus, 3 = running command list (ai_is_attacking <ai>) returns whether a platoon is in the attacking mode (or if an encounter is specified, returns whether any platoon in that encounter is attacking) (ai_force_active <ai> <boolean>) forces an encounter to remain active (i.e. not freeze in place) even if there are no players nearby (ai_force_active_by_unit <unit> <boolean>) forces a named actor that is NOT in an encounter to remain active (i.e. not freeze in place) even if there are no players nearby (ai_set_return_state <ai> <ai_default_state>) sets the state that a group of actors will return to when they have nothing to do (ai_set_current_state <ai> <ai_default_state>) sets the current state of a group of actors. WARNING: may have unpredictable results on actors that are in combat (ai_playfight <ai> <boolean>) sets an encounter to be playfighting or not (ai_status <ai>) returns the most severe combat status of a group of actors (0=inactive, 1=noncombat, 2=guarding, 3=search/suspicious, 4=definite enemy(heard or magic awareness), 5=visible enemy, 6=engaging in combat. (ai_reconnect) reconnects all AI information to the current structure bsp (use this after you create encounters or command lists in sapien, or place new firing points or command list points) (ai_vehicle_encounter <unit> <ai>) sets a vehicle to 'belong' to a particular encounter/squad. any actors who get into the vehicle will be placed in this squad. NB: vehicles potentially drivable by multiple teams need their own encounter! (ai_vehicle_enterable_distance <unit> <real>) sets a vehicle as being impulsively enterable for actors within a certain distance (ai_vehicle_enterable_team <unit> <team>) sets a vehicle as being impulsively enterable for actors on a certain team (ai_vehicle_enterable_actor_type <unit> <actor_type>) sets a vehicle as being impulsively enterable for actors of a certain type (grunt, elite, marine etc) (ai_vehicle_enterable_actors <unit> <ai>) sets a vehicle as being impulsively enterable for a certain encounter/squad of actors (ai_vehicle_enterable_disable <unit>) disables actors from impulsively getting into a vehicle (this is the default state for newly placed vehicles) (ai_look_at_object <unit> <object>) tells an actor to look at an object until further notice (ai_stop_looking <unit>) tells an actor to stop looking at whatever it's looking at (ai_automatic_migration_target <ai> <boolean>) enables or disables a squad as being an automatic migration target (ai_follow_target_disable <ai>) turns off following for an encounter (ai_follow_target_players <ai>) sets the follow target for an encounter to be the closest player (ai_follow_target_unit <ai> <unit>) sets the follow target for an encounter to be a specific unit (ai_follow_target_ai <ai> <ai>) sets the follow target for an encounter to be a group of AI (encounter, squad or platoon) (ai_follow_distance <ai> <real>) sets the distance threshold which will cause squads to migrate when following someone (ai_conversation <conversation>) tries to add an entry to the list of conversations waiting to play. returns FALSE if the required units could not be found to play the conversation, or if the player is too far away and the 'delay' flag is not set. (ai_conversation_stop <conversation>) stops a conversation from playing or trying to play (ai_conversation_advance <conversation>) tells a conversation that it may advance (ai_conversation_line <conversation>) returns which line the conversation is currently playing, or 999 if the conversation is not currently playing (ai_conversation_status <conversation>) returns the status of a conversation (0=none, 1=trying to begin, 2=waiting for guys to get in position, 3=playing, 4=waiting to advance, 5=could not begin, 6=finished successfully, 7=aborted midway (ai_link_activation <ai> <ai>) links the first encounter so that it will be made active whenever it detects that the second encounter is active (ai_berserk <ai> <boolean>) forces a group of actors to start or stop berserking (ai_set_team <ai> <team>) makes an encounter change to a new team (ai_allow_charge <ai> <boolean>) either enables or disables charging behavior for a group of actors (ai_allow_dormant <ai> <boolean>) either enables or disables automatic dormancy for a group of actors (ai_allegiance_broken <team> <team>) returns whether two teams have an allegiance that is currently broken by traitorous behavior Edited by jackrabbit on Mar 22, 2013 at 11:41 PM
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